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A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley (nytimes.com)
527 points by extraterra on Oct 26, 2018 | hide | past | favorite | 504 comments


I think it's less about the screen time, and more about what's on the screen.

Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago.

Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive.

But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function like a slot machine.

I was an avid "gamer" growing up. I wasn't always the most responsible with it. Probably overdid it a lot. But I can see with my own child, this is a different ball-game altogether.

Not sure what the fix is either, other than ruthless enforcement of quotas.


> They are specifically designed to function like a slot machine.

I work in the gambling industry, making literally slot machines.

Slot machines are heavily regulated and there is a lot of "engagement" tricks that can not be used in the gambling industry. The kind of trick that Candy Crush will use.

The dangerous side of gambling is for people that think that they can "win money". But the games themselves are kind of boring by design. Regulations force us to make them boring. (And that is a good thing, I will not work on this industry otherwise).

The future of on-line games and mobile games is regulation. Micro-payments, push-notifications, etc. cannot be used without limits. People have right to their mental health more than companies have to higher profits.


I'm curious to know some examples of what is and isn't permitted. The flashing lights, interesting but not too interesting ding-dong-boom sounds, the loud massive amping up when you win something, all that is allowed and I believe (though don't quite have a source at hand) that these are provably enticing hooks. I'm sure there are things that aren't, but I'm curious as to what.

I'm also curious about want Candy Crush does that a slot machine can't by regulation? Is it a level of interactivity?


The most basic thing Candy Crush does that slot machines can't is adapt its behavior to the user.

Candy Crush can (and does) let you play freely, only to popup the "insert coin to get help" when you are stuck. It also adjusts the game play to your level (by advancing to harder levels) so that you are always challenged and possibly get stuck. If you advance by paying, you probably will need to pay more to get further (if you failed an easier level without help you will probably fail later levels without such help).

In an imaginary world, a slot machine could have a camera to track who is playing. It would let you play for free the first few times, even give you some money, but leaving you one "advance" short of the stronger payments. After some rolls, you are prompted to insert coins to get extra advances. Of course, the machine keeps the payment structure favorable to itself, but tricking you into inserting more and more coins, all the while getting you hooked into the game. It could even adjust the payment structure to be more and more in its favor the more "hooked" it detects you are.

Regulation that prevents the above:

1. Slot machines cannot track users by any means.

2. The payment distribution has to fit certain parameters (think X% of money given back within N rolls)


Casinos themselves kind of do this though, right? They give you a card with a balance to pay for games and load winnings, and sometimes they just add extra money to it if you've had a bad day to keep you playing. At least that's what I recall reading somewhere.


Comps are a thing for people gambling at a certain level (thousands of dollars). It’s less about keeping you gambling and more about keeping you gambling _there_.

They’re intended for people that gamble a lot - not so much if you lose, it’s more about the level of money your putting at risk over time. Long run, the casino will make money off you. They want you to stay at their property. It’s also a way to recoup losses if you’ve won a lot.

I had a good run on slots and craps once at the Venetian, and was invited to a slot tournament with a free dinner and 3 free nights stay. I then won the slot tournament. But my broader non-tournament play didn’t keep up with the level they were looking for (they wanted you to take the tournament money and spend it there) so the comps got fewer and weaker. They came back months later when I started playing and winning (show tickets, dinners, etc). A bit of play credit can happen but it’s usually not a lot unless you’re a high roller (tens to hundreds of thousands of dollars).

Before the casino cards it was the pit bosses that would keep an eye on you, so this predates surveillance technology, it’s old school.


Hah, that's fascinating. A direct end-run around it in a way that you wouldn't think to regulate.


The game also registers if you do pay and keeps track of how often, and adjusts the game difficulty dynamically to ‘milk’ you.


The real question is how such mechanism when applied to freemium games would affect their profitability.

The industry is getting too greedy these days, even paid AAA games have this microtransaction crap, they are milking gamers dry.

Ironically the gaming press barely talks about this.


Isn't Williams red hot respin free plays?


I believe he’s referring to “near misses” being illegal in some jurisdictions (Nevada being one). Slot machines are not supposed to be engineered to make it look like you almost won a large jackpot, but didn’t.

Candy Crush seems to specialize in near misses, for example by creating levels where almost all of the achievements required to pass a given level are easy, and then one is next to impossible. You don’t keep $1 billion+ per year coming in on a years-old game without some serious psychological tricks.


For one, it's illegal for children to play on a slot machine.


You've gotten me wondering: Why AREN'T certain games subject to the same regulations as slot machines?

Is that a state-by-state regulation? A federal regulation? And does the regulating code specifically mention physical machines?

Thanks in advance for satisfying my curiosity.


> Why AREN'T certain games subject to the same regulations as slot machines?

Slot machines are regulated because they fall under the category of gambling and video games don't meet the legal definition of gambling. (Although, I'd agree that it's starting to seem more and more as if they should.)

There's a pretty good explanation of the criteria at https://digitalscholarship.unlv.edu/cgi/viewcontent.cgi?arti... but the brief summary (from the article) is "Gambling consists of three elements: consideration, prize and chance. If any one of those three elements is missing, the game is simply not gambling (Rose, 1986))."

By looking at those criteria, there's a lot of ways video game companies can defend themselves. The strongest one IMO being that, from a legal standpoint, there is no prize. You "win" things or get drops but the TOS of all games say that the player does not own them (or anything else in the game) in any legal sense. The analogy would be more like a carnival ride where you are paying for the experience rather than the expectation of getting anything material in return.


> the TOS of all games say that the player does not own them

Yet loads of people sell their in-game items (that they got through chance) for real money. So in a sense, they do own them.


Usually despite being banned by the TOS, as a black market kind of operation.

More problematicly, im not sure how youd stop it from extending to say WoW gold-selling, or even cartridges with 100% saves on them.

People will attribute value to anything for any number of reasons, but I’m not sure you can make regulation on anything beyond “encouraging” such behavior. (And I would assume these companies already actively discourage it; you’re not supposed to be able to get money back out of the system!)


This doesn't actually get money out of the system. If I sell you my WoW account, money has changed hands but none of that money has come from WoW/Blizzard.

There are some game developers looking at sanctioned RMT right now because it would be a huge selling point. "Make money playing video games" used to be a popular slogan on tacky banner ads. That could see a comeback in a different way.

Sanctioned RMT works through some official marketplace (think Diablo 3's ill-fated Auction House). Not only does the developer not pay out anything (all money flowing through the auction house is coming from buyers of items), but they even take a "transaction fee" cut. All while continuing to own all the items being traded. There's no downside for the "house".

Except perhaps suddenly running afoul of gambling regulations if they can no longer argue there's no "prize" element to the gambling?


I see that definition expanding.

We're well past the point where virtual entitites are imaginable by the general populace.

Getting a virtual gun, creates an actual advantage in the game your are playing online.

While ultimate ownership of the code may be fraught, but practical day to day ownership and usage is not (unless you are fighting a particularly contrived case).


So, if a player does not have a title to anything in the game, the player has control over some items, and can sell this control? I suppose tokens in casinos also don't belong to players, but they are readily exchangeable for money.

On one hand, this may be enough to consider it gambling for money.

On the other hand, many games may expressly forbid selling in-game stuff. This is not easy to enforce, though, unless you forbid to drop and pick up items, or make in-game exchanges. A number of games uses exchange as a important "social" / "multiplayer" feature, but likely those are not slot-machine-like anyway.


It is extremely easy to enforce: just make items non-transferable, so they can only be gained by actual questing. As soon as an item is gained, it is permanently associated to a given account.

Done.


How would you prevent the sale of accounts?


Tie them to a really name and government issued photo id? Please note I hope that this does not happen but that is one logical (very scary) conclusion that regulators may reach when that question is asked.


It is called soul-bound in WoW.


I think that’s not the best defense.

I believe if I had a slot machine that paid out in free vacations instead of cash, there would be no doubt playing it is a form of gambling.

I think it’s that the micropayments don’t get a random return. When someone buys to complete a level it is a predictable outcome, not a gamble.

People get variable return on item drops, but you don’t generally pay with money for item drops, just time.

There is a one-step-removed way in which I think video games could be regarded as a kind of indirect or obscured gambling.

1-I pay to receive an in game item like a weapon

2-I use that investment to go out and kill monsters for treasure drops

3-I end up with some randomly variable items of value that are by definition valuable, because people will pay me for them, TOS doesn’t establish a thing’s market value.

But I think this would really require us rethinking or redefining a number of concepts.


I have no idea if there is any legal precedent for requiring resell value on a prize, but these "rare drops" definitely do constitute prizes on a human level. And they by definition DO economic value (even if you can't resell them) because people pay money specifically for a chance to win them.


If value of something is how much the market is willing to pay for it: it had value before you bought it, and none after (you can’t resell!). Is there a difference from buying an “experience”?


As an analogy - I can't resell performance enhancing drugs after I have taken them?

Would that not closely match this example, at least in terms of utility?


This is actually a rapidly developing area of law. There is a lawsuit brought by Washington State that is arguing that virtual credits, in connection with games of chance, constitutes "something of value" that is covered by the state's gambling laws.

If the state wins, it could result in an expansion of regulation of this type of mobile game.

Here's an article with some more detail.

https://www.geekwire.com/2018/game-show-network-hit-online-g...


That's interesting! Even though they are not legal tender (and cannot be exchanged for goods and services etc), the argument is that they are still OF VALUE for those who hold them.


> Why AREN'T certain games subject to the same regulations as slot machines?

The regulations were designed for casinos before video games became so popular and way before mobile games and micro-transactions even existed.

Example of gambling regulation for New Jersey: https://www.nj.gov/oag/ge/docs/Regulations/MergedRegulations...

> Is that a state-by-state regulation?

Yes. Delaware, Nevada, New Jersey and Pennsylvania allow gambling. But I guess that at any moment local or federal regulations could be created.

> And does the regulating code specifically mention physical machines?

There is specific regulations for casinos, for on-line gambling, for jackpots, sports betting, etc. e.g. CHAPTER 69O INTERNET AND MOBILE GAMING from the linked PDF

Example of definitions:

* "Authorized Internet or mobile game" means any game authorized by the Division for use with an Internet or mobile gaming system.

* "Client terminal" means any device that is used to interact with a gaming system for the purpose of conducting server-based gaming activity.

* "Data warehouse" means a system of one or more servers located in New Jersey for the purpose of storing transactions received from the primary gaming equipment.

* "Dormant account" means an Internet gaming account, which has had no patron initiated activity for a period of one year.


Video games are protected by the first amendment right to free speech and expression. Slot machines are gambling devices that take in and pay out money. The two aren't really comparable. Also, correct me if I'm wrong, but the regulations on slot machines only apply when they're used in real money gambling. Presumably, if someone built a slot machine that didn't take in or dispense tokens, and could not be used in gambling in any way, it wouldn't be subject to those regulations. But obviously this is a moot point since a slot machine without a payout is just a glorified random number generator.


> if someone built a slot machine that didn't take in or dispense tokens, and could not be used in gambling in any way, it wouldn't be subject to those regulations

I did in the 1970's, and it's perfectly legal (roulette, not slots):

https://www.ebay.com/p/Las-Vegas-Roulette-Intellivision-1980...


Yeah, that's just not right. There are 3 questions to determine gambling: whether you pay something to play, whether there is a game of chance (a random number generator) and whether the game pays out something of value. Considering companies are making billions on virtual goods, I'd argue that a virtual good counts as a thing of value, and when tied to a random number generator (e.g., a loot box or virtual slot machine) then it's gambling (assuming it's pay to play).


I think where the connection to gambling falls down is the “pay to play” aspect.

That you are never forced to pay is a defining aspect of “freemium”. You are always given the choice to wait out the timer/watch an ad for your next upgrade/level/continue/bonus/lootbox, rather than pay.


Not necessarily. Right now the industry is largely unregulated, but that's more a question of enforcement than any sort of real legal protection.

In the US you can't build a slot machine that accepts money and dispenses tokens that have value. That's often how things operate in Japan, but the same model is generally illegal in the US.

It's questionable if spending real money on virtual currency to buy "loot boxes" that randomly give things of value is legal. And if that's legal, it's not obvious if changing the rate of rewards is legal.


In game items don't have value. If they did, then effectively all games with RNG mechanics would be banned. Heck, even the original Rogue would fall under that umbrella.


That depends on the game. I believe one big trend in gaming will be connecting in-game economies to real-world economies. That might happen by tokenizing in-game assets and allowing free trade via exchanges / auction sites.


Depends on the game. In multi player games where people can exchange items, people will pay real world money for other players items.

EX: People buying WoW gold.


> "buying WoW gold"

IIRC, Blizzard doesn't profit from that directly and explicitly prohibits it in their ToS.


That's simply the most well known example. Blizzard had a real money auction house in DIII which they got a cut of profits from virtual item sales so they clearly understand items have value. PLEX in eve online directly links real world money with their in world currency etc.

I could go on, but saying it's virtual is not necessarily enough to protect these companies.


They released their own PLEX clone ("Wow Tokens") a few years ago.


Certain forms of video game dynamics: e.g. some loot box mechanics have recently been identified as being covered by gambling regulations in some nations.

https://www.eurogamer.net/articles/2018-04-25-now-belgium-de...


I’m not entirely up to date, but my impression was that as long as the rewards are not redeemable for cash, it’s fine.


> You've gotten me wondering: Why AREN'T certain games subject to the same regulations as slot machines?

Probably because the problem is not perceived as bad enough to get regulated yet. The industry was getting dangerously close to this when there were all those cases of kids racking up huge bills through in-app purchases on iPhones, but that has died down enough that it's not on the radar anymore. I think if the games industry gets too aggressive again, regulation will sweep in.


Great idea!

If a game has micro transactions, then treat it as gambling.

Problem solved.


Paying in games is extremely recent.


[flagged]


This does not hold to to scrutiny. The case that was appealed to the supreme Court that establishes that video games are protected by the First Amendment was challenging a law championed by a California Democrat, but was mostly overturned by liberal justices.

What video games have to do with "white idntity politics" is beyond me.

https://en.m.wikipedia.org/wiki/Brown_v._Entertainment_Merch...


That's generic and not really convincing except to the already converted.

Getting into the concrete example of casino magnate Sheldon Adelson, on the other hand...


And yet the tech industry overwhelmingly supports Democrats? Partisan politics has nothing to do with the topic at hand. But, if you want to go there, I might suggest that Cato is a libertarian organization and libertarianism is about the rights of the individual to make their own choices rather than having the state dictate those choices. Bringing the Koch brothers into a debate over addictive screens is just silly.


[flagged]


Your "translation" is clearly out of tone for Hacker News.

Both sides play identity politics, they just focus on different identities. Most people are blind to the identity politics of their own party because those identities feel natural or correct to them, making the identities less obviously visible. (Or, inversely, the identities of the 'other' party feel obviously wrong, making them more jarring and stand out as 'playing identity politics'.)


Tone is relative. Although the words individually are not incindiary, the post being replied to was equally incindiary in nature. Subtlety in verbal attacks does not have true distinction, other than one having (weak) deniability of malevolence. Arguably, it’s because of this it is more dishonest.


Funny thing is some games are designed to be boring but still addictive, so that you will pay to skip playing the boring game. It totally blows my mind that people will pay to not play a game.


Sry what? You have no issue working in that industry because those games are 'boring'? But you do not have any issue that you create something which is literally boring and only there for other people to put there money in and play never again (because it is so boring) or lose everything?


> You have no issue working in that industry because those games are 'boring'?

Not because they are boring, but because they are less addictive than they can be. So they are "boring" in comparison. If we were allowed to use all tricks that mobile and on-line games do it will be really bad for society as it will create more addiction.

It is like Coca-Cola. Even that so much sugar makes it problematic, I find it better that at least does not include cocaine like it did in 1891. Does that make Coca-Cola good? No, it does not. But I find that makes it a lesser evil. Even that cocaine-less Coke is more "boring" nowadays, it is the right thing to do.


I don't know. I have never seen anyone buying more coca cola on a weekend than i would be able to afford with my salary.

I have seen people putting shit ton of money into those machines and they lost easily 100,- Euros per Hour?

I'm sure there is always a white/gray/black thing going on but i do put a slot machine at the very end of black not in gray or white at all.

Coca Cola and the water stealing and the addiction is btw. an additional example for something not that good, it does not make a slot machine any better.


Can you recommend any literature on the topic of these "tricks"? If you're not in the industry, awareness is probably the best weapon against these practices.


> Can you recommend any literature on the topic of these "tricks"?

I am talking about basic stuff like:

* Push notifications reminding you that you should play the game.

* Let you win some money but then lose it unless you make a payment.

* A bar that fills faster at the beginning and then starts to fill slower. So it looks like you are closer to a goal that you actually are.

* Show a deck of cards that instead of the 52 standard cards, expected by the players, has another configuration that makes you lose more often.

etc.

Any mobile games video - like https://www.gdcvault.com/play/1014450/Behavioral-Economics-a... - has a lot of forbidden techniques for on-line gambling.


Even more basic than this -- games as far back as the original Zelda use it (and I'm sure further) -- is intermittent variable reward[0]. This little cognitive meathook has been almost weaponized at this point.

[0]:https://en.wikipedia.org/wiki/Reinforcement#Intermittent_rei...


I'm not who you're responding to, but I like this longread from the Verge about the specific design of slot machines that fuel addictive behaviour by users:

https://www.theverge.com/2015/5/6/8544303/casino-slot-machin...


> As a result, modern slots pay out on approximately 45 percent of all spins, instead of the 3 percent of traditional slots.

I do not get this. slots pay out (RTP Return To Player) is around 90%. The article mixes volatility with RTP.

> Lower-volatility games often have greater appeal in 'locals markets' than in destination resort markets like Las Vegas or Atlantic City

This looks correct.

> During "flow," time speeds up (hours feel like minutes) or slows down (reactions can be made instantly) and the mind reaches a state of almost euphoric equilibrium.

Most sensible regulations force you to send reminders to the players that interrupt this flow. On-line betting usually has harder regulations, as to play in a casino you need to physically get there but on-line is always available.

Usually in high regulated markets each spin should last at least 3 seconds. This is so you cannot get a fast continuous flow, but the pace is forcefully slowed down.

Physical casino slots and on-line slots are slightly different as products and regulation wise.

> "People only have so much leisure time and there’s a lot of activity on iPhones"

Slot machines are competing against Candy Crush (and Royal Charm Slots from the same company), Netflix, YouTube, etc.

> Eyal criticized slot machines for what he said was a business model dependent on addicted players — "that industry, I have a problem with," he said.

And the solution is to regulated it in a way that the most addictive aspects are not possible to implement. Or to prohibit it completely, not just to move it underground. If anyone expects that the industry is going to regulate itself they are for a hard ride. No industry does that for real.


Very cool profession, where can I learn more about the tech behind the gambling industry, got any good recommendations? Are any start-ups shaking up the traditional slot machine gambling industry? Is it still run by shadowy Mafia types like we see in movies?


I'm waiting for you guys to implement a separate "screen" or "application" on all slots, which is a cryptocurrency or Forex or CFD (or even pretend "securities") client hooking up to the casinos' central exchange system, and the casino takes no positions long or short but just charges a very small % tx fee on each transaction. If it's cryptocurrency, then have 1:1 conversion between cryptocurrency and the various chip species each representing said currency (like Doge chips, Litecoin chips, Bitcoin chips, Ethereum chips, etc) so the incentive to trade on the slots is that the player can then gamble the objects of trade directly. The keys (or casino crypto exchange authentication data) can be stored on smart card and can be carried around by the gambler. Then it's a matter of having various slots and tables which accept these other cryptos in addition to their existing dollar variants. It's like having Euro machines and tables, Renminbi machines and tables, etc.


Yes. It's irritating to me to hear screen time constantly discussed as a monolith. For example, I have no issue with my son playing Zelda: Breath of the Wild. He gets to poke around and experiment and explore and it has sparked a lot of imaginative play, curiosity and interesting conversations.

Likewise, it's fine if he wants to watch the videos we've taken of our family, it helps him to remember relatives we don't get to see very often.

Conversely, I have ZERO tolerance for advertising. I am increasingly convinced that marketing is the source of a majority of modern society's ills and I don't want it anywhere near his brain until he's able to properly comprehend its purpose.


Advertising to kids happens through Youtube and Instagram, not those ugly Adsense iframes that can be spotted a mile away and at this point fall under "banner blindness" for a lot of users.

I'm not a gamer so I don't know much about Zelda, but the sort of hypnotic hold some Youtube/Insta personalities have on kids is astonishing. They will parrot their talking points, talk about them relentlessly with friends and buy whatever they're shilling, be it makeup, game guides, phone skins, what have you.


Yep.. YouTube is off limits. He's still little so social media isn't in the picture yet, will burn that bridge when I come to it.


This really isn't new to YouTube, though; kids have been responding this way to ads on regular television, and probably radio before that, for generations. I remember being "brainwashed" myself by the ads that played alongside my cartoons.


Zelda is the video game equivalent of a high fantasy novel.


Just tell him to use Chrome/Firefox and Adblock Plus.


Better to use uBlock Origin, which won’t let through “acceptable” ads. If you really want to protect the kid, and are willing to set it up or teach them, uMatrix is good too.


It won't help if the ad is part of the actual video itself, though. Only video editing can undo that damage.


Just use both


What does AdBlock+ give what UBlock does not? AFAIK they both use the same block lists - easylist and friends. Is there anything to gain when one runs both?


As a father of two toddlers, absolutely this.

TV, movies, and games are forms of entertainment. Advertising is a form of manipulation.

Sure, the lines can be blurred, so we do our best to filter out the bad intentions.

Modern advertising seems to become more effective as well. I never anticipated a defense of ads, but I've actually been criticized by visiting relatives for keeping commercials out of reach of our family. We're "out of the loop" now, unable to relate to a joke or situation delivered by commercial. And around holidays and birthdays, we get asked "How do your kids even know what they want without commercials?"


I was an avid gamer, and today I have a wonderful family and I manage 70 people, but I’m not sure my screen time really did me that much good. I don’t think it did me that much harm either, but I would probably have been better off being a normal kid.

I think modern games absolutely do harm, I don’t think they should really be called games either, because they are build for addiction to make you play their built in slot machines.

My children never had smart devices because nobody under 15 should ever touch a smart device. They grew up much healthier than their peers and I think it was the strict rules on technology that did most of the work.

I’m not against technology or smart devices by any means, but it’s hard to use both in a healthy manner and children are really bad at making the right decision.

I mean, you wouldn’t give your kid free reign in the candy store, so why would you do it on their smartphone?


> They grew up much healthier than their peers and I think it was the strict rules on technology that did most of the work.

I'm noticing this among my cousins, at least among social health. I've got one cousin who just entered 7th grade this year, and might be the only person in her class without a phone. One of her best friends just got one at the beginning of the year. Those two are among the only two who actually know how to talk and have a conversation; other kids have no clue how to read tone of voice to tell jokes, or have any clue how to read facial expressions, etc. They honestly say what they want, when they want, without regards to people and then can't interpret that someone is upset.

I've noticed it especially in regards to my 11 year old cousin, who's now had his phone for 3 years. He doesn't pick up on tone in jokes, and so unless the joke has an obvious punch line, he doesn't really get it. He has a lot of one-word conversations, often in a brusque tone, because he just wants to watch Minecraft videos. Often, the first thing he'll do when he gets to my grandmother's from school is go to her bedroom, lock the door, and just watch videos. No interaction whatsoever, and good luck trying to get him to talk.

I also see it to a much more dangerous degree among my high school students. The lengths they will go to to be on their phones during class (and not even to chat; merely to be on them) is, quite frankly, alarming. I fear for our future, and am looking at dumb phones for myself now (I'll keep my dual sim smartphone for when I travel outside the country and exercise because music)


"I'm not worried about artificial intelligence giving computers the ability to think like humans," Cook said in his commencement speech at the Massachusetts Institute of Technology. "I'm more concerned about people thinking like computers"

(Someone else said that some fifty years ago, but Cook's quote is what comes up now in a quick search ...)


Agree with the concerns but disagree that there's a causal relationship in the examples that you've stated.

For instance 7 year olds develop at different paces, there's definitely a lot of 7 year olds without phones who don't know how to have a conversation, and it may be due to lack of practice, not due to excessive screen time - those two may overlap but are not the same thing.

Likewise, an 11 year old who likes minecraft may not be the social butterfly you expect if you take away his access to games.

Agree that phones maybe a potential candidate for social health concerns though.


Oh, I agree it's merely anecdotal, but, as a teacher, I've seen the effects. I can easily point out the kids who got their phones younger, as they have less ability to interact with other people and read emotions and such in an appropriate manner. They'd rather text than try to express emotion interpersonally.

And while he might not be tla social butterfly, I don't think it's difficult to say technology access is impacting his ability to develop socially fairly negatively. This is supported by quite a bit of research.


>Not sure what the fix is either, other than ruthless enforcement of quotas.

Or just not letting kids get into those games. At some point my wife pointed out that I had a problem disengaging from certain types of games (for me it was MOBAs specifically). They are super-addictive.

It never really got in the way of anything and if I had anything else to do I would go do that, so it wouldn't really qualify as "addiction" in a DSM sense. But the issue is what it does when you don't have anything to do. They have a way of swallowing up basically ALL of your free time. And I didn't feel happier or better off for having spent my time that way, it felt more like compulsion than desire. I see a lot of young people on the internet being enslaved by compulsion like this, engaging in somewhat problematic consumption of video-games, porn, or social media.

I decided to just uninstall and stop playing those sorts of games, but I was also a grown-up with life experiences, hobbies, social connections, and responsibilities before I ever started. I knew what I was missing with "real life" by letting myself sink into that so it was easy enough for me to stop, I had other, more edifying sources of dopamine to go after. Kids, often times, either don't have enough freedom of movement to go do those things or just plain don't know what else there is out there. It's the same reason drug and gambling addiction tends to take hold among people with depression.


The other problem with MOBA's, at least for me- wins feel easy & shallow, the reward is small, while losses are a struggle & kind of crushing. So inevitably I sign off feeling unhappy & unfulfilled.


Screen time focuses the senses on a small square and demobilizes the body while putting the brain in a comfortably numb, trance-like state.

It robs a child’s body and brain from developing social and motor skills in a 3D world. Time spent in the trance state is habit forming and is in general stolen from time spent exploring the world, and letting the brain learn from full bandwidth experiences.

So yes, It is the screen.

Children’s real life unstructured full-bandwidth play is learning on steroids. All systems engaged, constant observation, endless questions, simulations etc. think social simulations, physical and motor skills challenges, puzzles. It takes life to prepare human brains for life.


Can't you say the same thing about a book?


I would say no. Reading involves more use of one's imagination. Certainly, there are books that can easily put me to sleep after a few sentences. But when I'm reading my favorite genre (mysteries), my imagination is constantly at work. I cast the characters in my head using real-life actors and actresses, and a movie begins playing in my mind. That's the power of a good author.


If you'd say "no" to reading a book because it engages more use of one's imagination, how is reading a dead tree book different from reading an ebook on screen? The latter is still lumped together gaming and all other uses as "screen time."


I think the difference is how quickly you get the reward is and how the reward is gained. It also relates to the way the money is made.

In 'old school' game you receive reward after period of effort. You have to perform better and push yourself. Game is designed to be fun but selling the game once is where the money is. Good game is measured by the short peak experiences, not by the average feeling.

Another (more advanced but evil) way to design addictive game is when it the difficulty and reward frequencies are optimized to keep you playing for as long as possible. You are offered cheats or the difficulty automatically adjusts to optimize the time you spend with the game. The goal of the game is stretch the interest over time just above the threshold where you would quit. In the end the game just removes lows from the boring moments.


Know how I managed to stop my kids playing Fortnite? I let them play 'proper' games. So now they want to play Halo or Zelda BOTW instead, they knew about Fortnite because all the kids talk about it but the actual gameplay isn't that original, the graphics are cute and cartoony to appeal to kids but kids will still appreciate a good game. They love the cutscenes so they can follow the story and the understand that there is a story arc I have also been explaining how although the game is free Fortnite makes money, and how a game like Halo is paid for in comparison.


Lots of modern games are actually casinos under the hood. Way too many of them involve paying for the chance to win something. Real casinos are regulated, but the video games industry still enjoys complete game design freedom.

I have no doubt video game addiction will at some point become an actual diagnosis, just like gambling addiction.


> Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago.

You can still find the oldschool-style. I.e. I just played CHUCHEL adventure game alongside my 4 year old, and it is a simple ~4 hour long adventure game, costs ~10$, no micro-transactions funny business.

Reminds me of my time at my grandma's house playing Neverhood :D

Open Transport Tycoon Deluxe still works on modern machines.

Shovel knight, Tooth and Tail, Guacamele, Into The Breach, Shadowrun, Reigns, Abzu, Magicka, Undertale ... and many more. Of course, not many FPS/high-budget rpgs?

I actually am strongly considering to be the first in my family to buy an actual gaming console, once my daughter is a tiny bit older. Nintendo with its Switch lineup seems to be quite in line with the old-school mentality of "Pay once, get the game, have fun" :-)


I just built a dedicated PICO-8 console (can also just run on a computer) and I couldn’t be happier with the decision. Given the games you list here, I think you should check it out.


I remember reading an analysis saying it's the "persistence" features in games that have the strongest potential for addition. E.g. you could play Counter-Strike all night, but the only thing you bring out is your improved skills. Unlike MMORPGs and similar where you "develop the character" and "accumulate equipment" (these days, also for real money).


"I just wanna spend $20 on my skins for Fortnite"

Right... the game is designed to hook you in, that's games, they've all done that since the year dot. You're invested. Except now, in order to continue getting the same high, you need to spend money. They're purposely engineered this way. Just like drugs.

I grew up as the public internet took it's first breaths. When you had to figure out just how to get an internet service provider before you could even get started. In the era of IRC and Newsgroups and that was about all. Nobody even understood what websites were.

Google didn't hit its stride until 3 or 4 years after I started using it. Things were different back then.

These days everything is designed to hook you and keep you coming back and when those hooks are no longer enough to keep your eyes on it, it hooks you to pay something to get more of a high.

My kids have just come off a two week iPad ban yesterday, and already one of them has fallen off the rails and was unable to get out of bed for school this morning. Their behaviour was significantly improved by the time they came off their ban than it was the day the were banned.

I'm seriously considering removing iPad use on a more permanent basis.


> Except now, in order to continue getting the same high, you need to spend money.

Interestingly, that’s going back to video gaming’s roots in the arcade.


In your case, don’t wait.


While I think your point is totally on the mark I am going to chime in like a pedantic pain in the arse and mention that Civ has been addictive as fuck since the early 90s when I ruined at least a month of my life playing just one more turn.

But yes, I agree with your point in the general sense!


> Not sure what the fix is either, other than ruthless enforcement of quotas.

Buy older computers (1980s/early 1990s) that don't provide access to those games or the internet.


No reason at all to do that, you can give the kids a great machine that they can use for the internet and games, but strictly limit when it is connected.

I don't know if modern laptops can do this (modern ultra-portables can't because everything is soldered in), but I recently took the wifi card out of my (ancient) T61, it required only taking out screws[0] and disconnecting the daughter board, so that I would have a machine without always-on-internet. Haven't had much use of it, but sitting in front of it, I have caught myself starting up chrome...

[0] sadly I failed to keep track of which goes where, but that is also the only issue.


Can you explain how overdoing it with Quake and Diablo is not the same ball-game as overdoing it with Fortnite?


I think Fortnite is just a bad example. It's one of the few games where you don't feel at a complete disadvantage when you choose not to spend money on it.


Yeah, if anything I think Fortnite does a good job of avoiding gambling and preserving the integrity of free-to-play.

Loot crates, which are basically slot machines, don't exist. You buy what you see, a skin.

They make a lot of money from skins but once again, there's no in-game advantage. It's purely cosmetic so at the end of the day even if you don't give Epic a dime you're still on a level playing field with everyone else.


I agree, Fortnite handles this pretty well. The only thing I would describe as somewhat manipulative would be their store. Having a rotation that only lasts a day or two rather than allowing players to purchase the items that they want evokes a feeling of "If I don't purchase this skin now, how long is it going to be before I get another chance?" I have a few friends who stockpile skins that they think are "alright" just in case they want to use them in the future.


A simpler example is Battlefield 1942 vs Battlefield 5, 1, or any of the recent entries: the first had zero unlocks; everything was available, and it was a game for the fun of it. In the newer entries, the unlocks and other bars you fill provide a sense of achievement and progress, and maybe that just gives players with fun objectives to do while playing but the cynic in me sees people gloating about 1000 kills with the Kolibri and thinks it's more about preying on addictive tendencies.


Current Diablo is borderline.

Quake and diablo 2 / 3 - no loot boxes.


I absolutely disagree. It is all about the screen time and only a little bit about the content.

Screen time modifies your behavior. That modification is compounded as the quantity of access time increases. This change is determinate and quantifiable.

You can quickly validate this with a simple experiment. Take any child and take away access to screens. Look at what they do to fill their time and how they respond to people in the first 30 minutes after screen loss and against after 2 hours. Also notice the longer term modifications to behavior after screens are removed for a week.

Part of this is a component of addiction, missing social stimulus, and lack of physical activity.


How is fortnite more like a slot machine than doom or mortal kombat?


It's really not, feels like a case of "the things I did when I was young were good, but the kids these days..."


Mortal Kombat and Doom didn't have loot crates where the cool looking items were all low chance to be had upon opening and the loot crates can be bought with real money?


Neither have Fortnite Battle Royale. You can buy the skin you want in the shop, for a predetermined amount, and there's no hidden fees.


Quotas is not recommended, but playing games up to 1.5h each day is positive, anything beyond that is contra productive.

Being involved changes a lot, making agreements, talk about feelings and evaluating. So like you would with any activity.

Let they play but add mandatory walks i.e., or mix up with physical actvities. I mean, kids don't have THAT much time at hand to spend after school.


My kids love Minecraft, and it's pretty obvious that others do too.

I'm now playing Crossout, where you can build your own car, and my son also loves building his own cars and fighting with them.

I don't think you have to look at it so negative, kids actually enjoy creating stuff in games, and I think that's a good thing.


Unlike slot machines, these games are social. Kids are playing these games with friends. Often spinning up video calls on other services like iMessage while playing.

Source: I have 6 kids between the ages of 9 and 16


The location and ubiquity matter. You didn’t carry your N64 with you.


Allow me to extend the feeling to society.

There's a increase of 'frequency' at the expense of depth.


Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago.

In the old days, the focus was on playability. Games were fun. But a new genre has emerged particularly in mobile gaming that does something strange: it compels play even when it isn't fun anymore. In the old days when a game stopped being fun, you would stop playing. But these games, when they stop being fun, you make an in-game purchase...


> it compels play even when it isn't fun

That's the power of positive and negative reinforcement. They want to shape the behavior of players. They want players logging into the game multiple times a day, every single day.

So they rate limit the player's game with "stamina" or whatever euphemism for a timer they come up with. Player was having fun playing the RPG with friends, only to run out of "stamina"! The choice is to stop and wait for the timer to reset or pay money to reset it. Then the player starts waking up at 3 in the morning because that's when the timer resets.

The simple timer reinforces a schedule and creates the behavior the game developer wants players to have.


Then the player starts waking up at 3 in the morning because that's when the timer resets.

This is a common technique for manufacturing commitment: if a person must suffer for a thing, they come to justify to themselves that the thing is worth the suffering, and become more dedicated the more they do. Cults often use this technique.


I lived through a form of that during my time playing a certain mobile MMORPG. I was one of the top players and belonged to a group of other top players. I just didn't want to let my online friends down. It's a powerful motivation. Eventually, the investment became too great and I realized I was being penalized for not spending money on the game.


I played Candy Crush for a while a few years ago. It's a fundamentally fun game, and the trap is that every once in a while I'd hit a level that I couldn't get past ( at least without being really, really lucky). So you I'd paid to get past it and move on to more fun. I spent maybe about $5 on it before ultimately getting tired of it. My rationalization was the game was legitimately fun and I didn't mind throwing the developers a little money for providing a decent little game.

But I've seen so many similar games where the game itself wasn't fun at all, even though the rewards were still enticing. The Simpsons Tapped Out comes to mind. And in those cases I realized the game play itself wasn't interesting or fun and quickly quit. Basically, any game that has timers in it will fall into this category because the timers are there solely to make sure you keep coming back and have a compelling reason to do it often.


> I was an avid "gamer" growing up. I wasn't always the most responsible with it. Probably overdid it a lot. But I can see with my own child, this is a different ball-game altogether.

People said the same thing about WoW and Everquest and pretty much every video game. Go back far enough people said the same thing about nintendo and gameboy. Every generation thinks they are unique. You aren't unique. Your father thought the exact same thing as you are thinking right now. The more things change, the more they stay the same.

> Not sure what the fix is either, other than ruthless enforcement of quotas.

How about being a parent rather than blaming games. It's always human nature to blame others for one's own failings.

Now it's social media and smartphone games. Before that it was people were blaming video games, simpsons, south park, mtv, etc for violence, dumbing down kids, etc. In 10 years, it'll be something else. Maybe virtual reality or sex dolls. Who knows. The same complaints, different products.


Eh, I think we are seeing quantifiable differences in the effects that current games and social media are having on people, across all age spans. There is very much a difference in how kids are nowadays, and it is definitely a whole new world (or perhaps a Brave one, even).


Calling it "screen time" is missing the elephant in the room. The largest part of the problem is that the software we're directly interacting with has been designed by companies with interests directly contrary to ours!

Social interaction will inherently set off more chemical rewards, but it is the tuning of the feedback loop (optimizing for micro-interactions) that keeps us glued.

Emacs/mutt/libreoffice/python/kodi have not been adversarily tuned to fire off the reward centers of our brains just enough to keep us returning for more. Whereas on the same exact screen, firefox/chromium are gateways to madness.


> Emacs/mutt/libreoffice/python/kodi have not been adversarily tuned to fire off the reward centers of our brains

Indeed, some of those could desperately use a little polish to stop firing off the pain centers of our brains. :\


GIMP comes to mind...


I always thought the name was supposed to evoke how masochistic it is.


Gimp 2.10 is really rather pleasant to use. Some pains remain, but it's (very slowly) getting there.


Gimp as a whole becomes ten times better once you enable single window mode.


Gimp having multiple windows is its best feature. Luckily, Photoshop on macOS (but not Windows) also has multiple windows mode (though it's emulated, they aren't really operating system windows, so not as nice as Gimp).


Yep. The concept of "screen time" conflates such disparate things as "reading a book on an iPad" and "playing Candy Crush."

In this instance, the medium is not the message. Books, movies, etc. don't suddenly become more addictive just because they're on glowing rectangles. The glowing rectangles enable additional, potentially-addictive experiences that weren't possible without them—but you as a parent have complete ability to disable these experiences. A glowing rectangle that can "only" function as a library, encyclopedia, movie theatre, radio, and (if you like) chatroom, is still a useful possession, but likely not an addictive one.


This is the conclusion that a lot of people on HN seem to be reaching. Now how do we go about filtering out the 'bad screen' while allowing the 'good screen?'


I think the easiest heuristic is this: is the platform a delivery mechanism for advertising? If so, bad screen.


At least, bad if you let yourself be led by the nose by the platform's "recommendations."

If you're able to wrest control, you can have good experiences in sketchy apps. For example:

• Facebook with no Pages, just friends, sorted in chronological mode, and only subscribed to the particular friends that you actually want to know how they're doing.

• YouTube, but only for videos you find linked on some other place than YouTube; and then maybe subscribing to those videos' authors, and then directly checking your "latest updates" feed.

However, you can't really force kids to use these apps this way, and every step of these apps' workflows is trying to lead you out of this usage and back into their "idiomatic" recommendation-based one. So maybe better not to expose kids to the potential. (Or just give them an alternative interface without the drug-dealers-on-the-street-corners, e.g. YouTube videos discovered via an RSS reader, downloaded using youtube-dl, and loaded into Plex.)


This makes sense to me. Does somebody profit by me spending more time here? They are going to tune it to make me spend as much time as possible here.


Stack Overflow, hast thou forsaken me?


I wouldn’t characterize stack overflow as a delivery mechanism for ads in the same way that, say, YouTube is. Content creators on stack overflow aren’t there to make money by driving page views. (Rather, the mechanism driving page views is more utility than sensation)


That's a good point. You can't click "monetize" on your answers, but if you could you'd be right in that zone.


I don't know how useful an epicycle in your model this is. Content creators on Facebook aren't there to make money by driving page views either, and yet I assume you wouldn't say that Facebook is "good", by the standard were discussing.


At the same time, SO is hardly optimizing for return visits to SO in the same way that I would assume that Facebook is optimizing their platform for return visits and engagement to Facebook.


On the other hand, every time I go to SO to find a solution to problem ${X}, I find very interesting (to me) questions on the right, enticing me to waste time reading them. They are making an effort to keep people on the Stack Exchange sites.


Is there a "Stallman" hosts file, that blocks all sites that do not have incredibly free software?

I feel like dumping a kid into the deep end of linux box with access some so-so games installed and letting them figure out how to make things work is extremely valuable learning experience. It's the "passive" screen behaviors that are harmful IMO.


This is my plan for when my kids grow older. Linux box. Some basic games.. Python/ruby/lua interpreter, even better games written in those languages.

It will have connection but iptables will block everything. If they ever figure out how to disable that they are ready :) Man pages and other docs will be there for them to enjoy.

I will also buy some printed books for python, shell etc

They gona fucking hate me, but I am not feeding them equivalent of cocaine.


Eh. I feel like you should rather buy them stuff that they are genuinely interested in, instead of trying to give them shell skills.

I agree that computer knowledge is a must, but I think time is spent more wisely if they are aware of the concepts and how mundane they actually are. (I.e., programming and scripts are not arcane stuff)


Sample of one, but I would be willing to pay roughly $20 per year for this service if it were updated a few times a month.


At a very low level, I think it has to do with the motivations of whomever controls the code. At a very basic level, pitting your human brain directly against someone else's computer is a setup for defeat.

At the high level, I think we will see a more divergence / degeneralization of devices [0]. Your "phone" should be a separate item from your social media procrasturbation device. We all want some form of the latter, just not buzzing in our pocket.

In the middle? That's the (zero) million dollar question.

(I hope the next wave will be via repurposing older hardware with a Free and surveillance-resistant operating environment, but my fingers are crossed!)


A mobile, goes-with-you screen is the bad screen.

The good screen is the one at a desk that you sit at to do work with conscious intention.


This is EXACTLY what Apple’s “Screen Time” is built for.


One good way to distinguish the two is whether or not it's pure consumption/entertainment or production/learning? I realize at times it may not be easy to do (e.g. watching cartoons or playing games that teach children something).


I mentioned kodi for a reason. I've definitely binged on seasons of shows using kodi (or mplayer), but it feels relatively deliberate. I don't support Netflix et al, so I don't know specifically how many dark patterns they've implemented to "increase engagement" or w/e, but I do know the setup is there. And obviously if you're using Youtube for "TV time", then game over.


I’ve used Netflix alongside a Plex setup for years now, and if Netflix is employing any dark patterns they certainly aren’t effective on me. My usage of Netflix is just as random and deliberate as my Plex usage, and once I’m done watching an episode or binging on a series for the day I don’t find myself looking for more.

YouTube used to be a lot more dangerous with their sidebar recommendations years ago but they changed the algorithm at some point and ever since it’s become very rare that I click on anything there.


The dark pattern is series themselves.

1. They are massively produced and have replaced many other programs. There is always new content available, you can spend your life watching 3 new episodes an evening.

2. They are in fact not series any more, but serials. Each episode of a series has an independent storyline and comes to a conclusion; episodes can mostly be watched in random order, you can miss a broadcast, it doesn't matter, you can watch a later episodes without any problem. Serials are a single long storyline split in episodes: you can't miss one, let alone two episodes, otherwise you're lost; and they can use cliffhangers! and of course they do. The hooking is much much bigger for serials than for series, you always end up begging for more.

Even when it starts as a series, they quickly inject enough serials elements to turn it into a serial in disguise.


"The dark pattern is series themselves."

So, making good content that happens to span multiple episodes? That's the kind of engagement I really don't have an issue with.

However—Netflix has autoplay next episode turned on by default, and if you find the setting to turn it off, each episode ends with a large screen prompting you to PLEASE click to play the next episode. As someone who really likes episodes to end cleanly and give me time to think, this REALLY annoys me.


> So, making good content that happens to span multiple episodes? That's the kind of engagement I really don't have an issue with.

No, it doesn't mean "good content" at all (it can accidentally be good content, but that's not usually the case). It means the ability to use tricks to get you hooked, to have you craving for more, and to trigger binge behaviour, no matter what the content is. There was no such binge consumption before, and there was no request for new content all the time, you could watch a random episode of a 10 or 20 years old series and you were fine with it.

On the contrary, with serials the writers/directors don't have to think about setting up a story that can start, develop and end in 42 minutes, which requires crafting.

They can patch whichever background story (love, treason, ...) that we have seen 800 times already, and activate it when they have no other idea on where the actual story should go. Even 'better', they activate it just 30 seconds before the end of the episode, so that, dammit! I wanted to stop there and go to sleep / do something else but I click on the next episode, and there we go, again, and again.

> However—Netflix has autoplay next episode turned on by default, and if you find the setting to turn it off, each episode ends with a large screen prompting you to PLEASE click to play the next episode. As someone who really likes episodes to end cleanly and give me time to think, this REALLY annoys me.

Well yeah, because the point of serials is to have people binge watch them, so the most common action is to watch an episode after another after another, and the publisher wants to facilitate this and makes you binge watch as much as possible.

He doesn't care if after watching 3 episodes you don't even remember the 1st one, he doesn't want to have clear ending, clear breaks that would give you the possibility to reflect and digest the episode, the point is to keep the flow going non-stop and occupy as much of your time as possible.


This is an interesting take.

I think where I draw the line with Netflix compared to Facebook or Youtube is twofold:

1) Netflix does not have such a wealth of content that they micro-target my individual psyche†. When I watch Stranger Things, I don't feel like I'm being manipulated, and I feel satisfied with the time I spent when I'm done.

2) As long as I maintain my subscription, Netflix makes the same amount of money regardless of how much or little time I spend on their service. So I feel as though my interests are generally aligned with theirs.

And, this may be neither here nor there, but I inherently like serials, and have since I was a child. I just spent nearly two years reading the Wheel of Time novels and becoming super immersed in that fantasy world. Longer and slower paced stories aren't necessarily paced poorly, although they certainly can be‡.

†They can do more subtle things like adjust a show's poster image, but at least that doesn't affect the content.

‡Wheel of Time specifically has massive pacing issues, and thus may not have been the best example here.


I see a consensus that Anything on a screen is bad, whats mitigated the issue to the point that people are OK with screens?


I grew up on old computers with old games, and that is what my kids shall also be stuck with for a while also. Mwahaha.


The largest part of the problem is that the software we're directly interacting with has been designed by companies with interests directly contrary to ours!

I have two adult sons. They were online as early as ages 2 and 5. I beg to differ and all that.

If kids are being ignored and not getting their needs adequately met, etc, then what happens online can have a huge adverse impact on them. But I don't think this is a problem we solve by trying to "fix software." This is a problem we solve by trying to fix social fabric.


You're right of course, but not exclusively - both are necessary. IMHO the era your sons were growing up, the concern was properly contextualizing online interpersonal interactions, which were completely invisible to parents by default.

Now we're dealing with websites/apps that have been explicitly designed to addict mature adults, playing people as pawns against one another. I'm familiar with the idea of "Rat Park" [0], but I think even if we can be absolutely sure kids' needs are being met it would be naive to rely on it.

[0] https://en.wikipedia.org/wiki/Rat_Park


Maybe someday FOSS "veganism" will catch on.


With that analogy, I guess web browsers are cheese.

I don't think FOSS is even necessary for what I'm talking about (although it seems to be sufficient). Non-networked binary distribution of yore was also (mostly) aligned with the interests of its users.


> Non-networked binary distribution of yore was also (mostly) aligned with the interests of its users.

It's much more related to who is paying the bills. Technical concerns do make some difference, but are eclipsed by the money question.

Our current problem is that people mostly don't pay for software anymore. So we are left with FOSS and anti-user software.


Though it's harder to be lucratively anti-user without a channel for telemetry and control.

I've long pondered if an economy around Free software could be better implemented. We take it as a forgone conclusion that wide source code availability precludes charging per-instance, but really that's just an assumption.

Of course the idea is likely moot in the light of network effects, which seem to be a major underlying factor of the current harsh dichotomy.


IMO the problem is two pronged: a) hardware changes too much too fast creating a constant hamster wheel of driver hacking which puts GNU, Illumos, and BSD at a disadvantage, and b) that hardware is nowhere near significantly documented enough to make driver writing quick and painless. (a) can be fixed by having platform standards where the interfaces and commands are the same between device brands, but I think the better solution would be to fix (b) by using force of law or taxation to make device manufacturers fully and publicly document their hardware so that there are no "magic" or secret instructions, allowing FOSS hackers the ability to write open drivers. Ideally solution for (b) would be wide enough to include firmware and microcode, and penalty (tax) being both heavy enough (50%-200%) and applied at the customer purchase point of the chain (tax is on the final MSRP of the computer/phone/game-console/microwave/vehicle and not simply on the price of the noncompliant internal component[s]).

(b) can be done with a proposition in the State of California and a few million spent on a very convincing ad campaign ("Vote yes on Proposition 42 to take back total control of your computing devices! Don't let advertisers and data leeches control and dictate your life from behind the curtain!"). California because it's home to a big chunk of Big Tech, and because it's a market too big to simply ignore and not sell into.


I don't disagree with your idea, but unfortunately there is always going to be that churn. Commercial device/app developers have lots of money to invest in robust development and advertisement, to beget the return of more money. Meanwhile, the economic benefits to preserving people's autonomy (/dignity) is spread out amongst those people. Which is why in another comment, I called it a "zero" million dollar idea.

The flip side is all of this device churn is all the actually devices left in the wake, available for cheap/free. If software is done right, even last-decade specs are perfectly capable devices good for another decade. Which is what we need, because convincing someone to pave over their current device or spend a lot on a new "weird" one isn't going to happen. Tablets got a foothold by being a new type of device, rather than an immediate replacement.


I wonder if it's possible to create some Paternon-like project that is inclusive, proportional to use, and does not fall victim to politics or administrative take-overs.


Here's hoping. See Tristan Harris, "Time Well Spent", Center for Humane Technogy:

https://en.m.wikipedia.org/wiki/Time_Well_Spent


That's a racoon maybe. The elephant is that said "screen time" comes au-lieu of parents attention.


Like TV ads targeted to children 20 years ago to buy into the beanie baby craze?


Ironically it was the adults who were susceptible - they were just plush toys to kids. Which I suppose ironically rhymes with social media and deception.


Seriously, I enjoy my beanie babies the same as I did 20 years ago. They’re a lot of fun to throw around! I just never expected anything more.


> Whereas on the same exact screen, firefox/chromium are gateways to madness.

Oh my god, what hyperbole. This is like the cringey hyperbole equating rock 'n roll with devil music back in the 50s.

Things will be fine. Every older generation thinks the newer generation is "mad". It's not the end of the world.

Is hacker news mostly grandparents now? Just worried about every new technology? So many comments here feel like my grandparents talking.

It's so sad how old and scared HN has gotten. HN isn't supposed to be like it.


It is a great case study in groupthink. Fear also is driving a lot of behavior lately generally. Reminds me of the 80s satanic cult scares.

I don’t think all of HN is like this, it’s more about who was attracted to the headline.


Meh.

I'm actually commenting based on my own experience and perception, not some abstract panic about "the children". I'm obviously typing this from a web browser, with both of us using this site that is not user hostile yet still creates a dopamine procrastination loop. HN specifically has had a noprocrast feature forever, for a quite real reason.

There certainly does appear to be a recent media panic, but unfortunately societal feedback suffers from heavy hysteresis. Is it sensible to dismiss the fallout from Snowden based on the prevailing wisdom of 2010 that most everybody is fine with surveillance? People who actually care say "about time" rather than "no news here".

As technologists, we see through the technicals rather than abstracting them as magic. There has been a very real social change in the past decade whereby computers aren't functioning as people's agents but rather remote agents of companies with their own diverging interests. Ignoring the implications and symptoms of this setup, especially as a trite "every generation has concerns", is just basic ignorance.


The medium is the message.

Go read a book or some studies about attention. It's not mindless fear-mongering.


I have read the studies. The science is early and tenuous.

I also remember what it was like to be a metalhead in the 80s.

This is still mostly mindless fear mongering. Sometimes it also is about parents who have had problems parenting kids that slipped into addictive behavior patterns, and blaming the thing rather than just engaging with human nature.

I have two kids, they use screens (with some reasonable limits), and they’re doing fine, but we need to be watchful and actively engaged in their screen use to ensure they know how to to put it down. Some kids needed extreme interventions, I get that. But addictive things aren’t bad things necessarily, they can be very good things in moderation. The world is a big place with more to do than screens. I don’t understand why thy extremes some rich SV families have had to implement is now some kind of “consensus”. The hell there is consensus.

The screen also offers a rich world of its own and ample opportunity for personal advancement. Children need to learn how to manage it for their own ends. Thankfully both of my kiddos seem to be able to put the screen down after a bit and go outside to play.


The organization I work for, Common Sense Media, has done a good bit of research on screen time, addiction, and it's effect on families.

Here is the report on Technology Addiction: https://www.commonsensemedia.org/research/technology-addicti...

Here is our other research reports covering a wide range of media/technology topics effecting children, families and teachers: https://www.commonsensemedia.org/research?page=1


And here is a quote from one of those guides that pretty much sums it up: “Pay attention to how your kids act during and after watching TV, playing video games, or hanging out online. If they're using high-quality, age-appropriate media; their behavior is positive; and their screen-time activities are balanced with plenty of healthy screen-free ones, there's no need to worry.”

Since I work from home on a computer all day, it seemed wrong to send mixed messages about screen usage. One trick we use is to set Alexa timers when starting screen time with our preschool and kindergarteners. You can argue with mom and dad, but Alexa is implacable. Also, the play room must be cleaned up and homework done, which seems to provide the “privilege, not a right” context we are looking for. It helps we have far better behaved kids in general that I have any right to expect. I blame my wife.


Thank you, Common Sense Media.

Your website helped me get control over what my wife and parents were exposing my four year old daughter to, by establishing a neutral source of extremely valuable information. It became very easy to set guidelines thanks to your rating system and the wide range of titles reviewed.

The new 3D animation style and cutesy animal characters are dangerously subversive. My mom thought I was being a grinch until I made her read a review from CSM of the Alvin and the Chipmunks movie she wanted to show my daughter:

"There was a scene where the male Air Marshall (who was following them), woke up in a drunken haze (yes, there was a scene where shots and drinks were involved) with 2 new tattoos and in the bedroom or hotel room with another man (and all that that implied)."

There is just no way this stuff is age appropriate. I don't care how far the Overton window has shifted.

The Illumination Studios pictures are particularly insidious. I believe their content is generally inappropriate for young children, deleterious to moral character, culturally degenerate, etc. The character design aesthetics are offensive and stupefying. I wasn't surprised to find the same creative oversight involved in the duff Chipmunks pictures.

Case in point is Sing, which when I looked it up, it turns out the movie is notorious for culturally stereotyped presentation of Japanese people, and animal singers who shake their butts around. There's no way young children can appropriately contextualize either of these things.


>There was a scene where the male Air Marshall (who was following them), woke up in a drunken haze (yes, there was a scene where shots and drinks were involved) with 2 new tattoosand in the bedroom or hotel room with another man (and all that that implied)."

This appears to be a PG rated movie. This is nothing new. Let's take a step back nearly 25 years and check out things that happen in 'The Nightmare Before Christmas', a movie with the same rating:

Finkelstein makes himself a female doll. A detached leg is used to seduce a villain, whom promptly begins to engage in foot play. There is a torture chamber crossed with a casino, where the casino games determine the level of torture inflicted. There's a skinned head, various detached body parts, brains, etc.

Let's go back farther! Watership Down - 40 years ago.

Doe rabbits fancied by one of the villains are offered up in compensation for his efforts. References to the needs of doe rabbits to sustain the warren Various bits of violence/gore with the rabbits, including a rabbit choking on a snare and coughing up blood Mild profanity - use of 'Damn' and 'Piss', with Fuck replaced with 'Frisk' in several instances.

>There is just no way this stuff is age appropriate. I don't care how far the Overton window has shifted.

PG as a rating is specifically not any sort of indication to age appropriateness. Emotional development of children in the ages in question is going to vary drastically, and the whole point is that it is then suggested that the parents, knowing best what content their children will be able to handle, make the decision. The maturity level of content in PG movies has, if anything, dropped over the years.

Note that I am not questioning your choices on what you find appropriate for your children, just your interpretation of what PG means and whether or not the Overton window has shifted.


Thank you! I won't show these movies to my kids (yet), either.


Your comparison examples prove the points your arguing against.

Both your examples are about fantastical violence and/or animal predator/prey violence - things that have little or no connection to a kid's real life growing up. It's not hard to dissociate real life from a casino torture chamber and a skinned head. What influence could this have on a child - make him make his own casino torture chamber?

Grandparent complained about normalization of heavy drinking, tattooing, casual sex, deviant sex, dangerous sex, and related forms of degenerate behavior. These are things that kids must deal with growing up, and which they will be tempted to participate in, to their own detriment. It's totally different and much more insidious than cartoon or animal predator/prey violence.


There's suggestions of casual sex and outright sexual behavior in Nightmare Before Christmas, and misogyny/rape in Watership Down. Nightmare Before Christmas includes some suggestions of using alcohol or other drugs on some of the villains.

What evidence is there that normalizing violence is less problematic to a child?

>heavy drinking,

Sure, that's not a great thing to normalize.

>tattooing,

What's wrong with tattoos?

>casual sex,

Again, something suggested in other PG movies from farther back. If your kids can handle it, they can watch it. If not, don't let them. That's what PG has always meant. It's not graphic, it doesn't show any of the foreplay, therefor it fits with the standard of PG that has existed forever.

>deviant sex,

Wait, what? Two men having sex is now deviant sex? Uh, yeah, not gonna agree there.

>dangerous sex,

Again, because it's two men? Where are you going with this?

>and related forms of degenerate behavior.

The only degenerate behavior on this list is the heavy drinking, and even that is being fairly generous to you - plenty of people have nights where they drink heavily and aren't degenerate and don't let it impact their life.

>It's totally different and much more insidious than cartoon or animal predator/prey violence.

You're making pretty huge statements here without any evidence to back it up. I don't know how much of an impact that the sort of scene in Alvin and the Chipmunk's would have on a child - I would guess probably not much, as much of the implications discussed are likely to fly right over their head - but we do know that violence, even cartoon violence, has an affect on children. http://www.psychiatrictimes.com/child-adolescent-psychiatry/...

PG movies have had this sort of content for decades. PG has never meant 'You can just show any of your young kids this.' - that is what the G rating is for. PG has always meant that there are things that you might find questionable for your child and that your parental discretion should be exercised. It's not insidious.


Just on the tattoos point... tattoos are like starting smoking. Not morally wrong, but they have permanent consequences that children are ill-equipped to judge.

(To be honest, I’d go further and claim that a lot of adults don’t grasp the consequences of tattoos either).


Sure - kids shouldn't get tattoos.

But kids also shouldn't drive, and no one is calling for movies with people driving to receive a rating higher than PG ;)

I'm being facetious here, but only a little - the point shouldn't be to eliminate any behavior we don't want kids to emulate from the media they consume. It's simply not possible.


> There is just no way this stuff is age appropriate.

For a four year old? Sure, the MPAA PG rating fairly firmly indicates that the film contains material likely not appropriate for young children.

> I don't care how far the Overton window has shifted.

The content allowed for any given MPAA rating has generally gotten less extreme over time, rather than shifting the other way.


This is funny to read. Kids stuff has been getting tamer and tamer over the years. Check out the early 2Oth Century Disney cartoons, the original Popeye, etc.


Do you suppose a lot of four year olds were watching disney cartoons for hours in their homes in the early 20th century?


The audience for the original Disney cartoons, was adults.


Just want to say how fantastic Common Sense Media is, and what a great resource it provides for parents trying to be intentional about all of this. Thank you for what you and your team do!

(And, to parents here who aren't familiar with their movie reviews and other resources, check them out: https://www.commonsensemedia.org/ )


Common Sense Media is great! I personally really appreciate the lists of educational apps, like https://www.commonsensemedia.org/lists/preschool-math-apps-g... . I strongly recommend that parents go through the educational apps on these lists and get ones that their kids find engaging.


You guys are incredible, thank you so much for what you do!!

Movie and TV reviews have gotten so hung up on performance, star power and visuals that they give us parents very little idea about content. They’re useless in many cases.

I feel like common sense media is an amazing tool for those of us that are concerned with the content in media and helps parents make better decisions.


This has always been a form of Luddism. Tech is inevitable.

I view tech similarly to how I view sex-ed in 2018: it's been proven that if you do abstinence only education then bad things happen (teen pregnancies, stds, etc...). Your kids are going to grow up to be adults with bad tech habits if you don't start teaching them how to use it responsibly and protect themselves early.

Help them find good content. Have days where no tech is allowed on the weekends, but don't keep them away from it completely. Give them time to unwind with tech and choose stuff themselves, just as you probably do. Teach them about privacy and the problems that can come up with tech so they know how to deal with it themselves. Teach them that too much tech isn't good for you and you need to do other things too.

Monitor what they're watching and make sure you talk to them when things get out of hand. Expect to have some occasional issues, and treat them like you would an adult: are they sad? Is something going on at school? Is the tech affecting their ability to do other things at the time?

Eventually your kid is going to use tech. Teach them early how to be responsible with it.


I don't think it's accurate to call this a form of Luddism, when the whole point of the article is that it is specifically Silicon Valley technologists that have come to the conclusion that this tech is a net negative for children.


The first 3-4 people mentioned in that article were connected to Facebook and Youtube, so "no shit" comes to mind when you think about them having a questionable relationship with tech and their own decision-making. Part of an education for anyone should be to understand why those two sites specifically can be problematic even if sometimes useful.


It's not Luddism, because the "tech" in question here isn't technology but consumerism via consumer technology. When everything is abstracted how it is nowadays, the technological aspects are hidden from the end user. Teaching your kids to tap on a touchscreen doesn't constitute technology. Neither does knowing how to use an online search engine, or resource like, say, wikipedia. All of that an abstracted package that just happens to utilize technology on its backend, which the end user doesn't require to know or understand. All that is required is memorization, to familiarize oneself, mostly of UI elements and how all this abstraction links and works together. To be against the growing societal trend that fosters a dependency on these resources and the habits that form with them isn't to be against technological advancement.

And how are you supposed to teach kids about privacy when most consumer technology from the get-go is privacy harming? If you buy a child their first smartphone, do you tell them to not use SMS because it's plaintext, to not use any of the popular communications apps because they're owned by FB or whoever else, or to not use their phone at all because of cellular location tracking? How to you explain to them they can't watch Netflix on the TV, because the TV isn't allowed to connect to the internet to prevent it phoning home? No, convenience trumps all, and we all know the current state of things is that even if people are made aware of privacy issues, they'll disregard them if even slightly inconvenient.

There is no responsible way to "teach" consumer technology, at least not the way you mention. I mean, how exactly is the generalization "too much tech isn't good" relevant to technology? This is just common sense, it applies to everything. If kids are staying up late reading comic books and subsequently performing poorly in school, this is no different than the habit of staying up late on your phone. And, I reiterate, the latter has nothing to do with technology but with consumption. You either foster a (ever-growing) dependency in them, or you don't. And as you write, the former is inevitable, but then so is a lack of privacy, and so are the bad habits that are inherent to consumer technology.


I agree with you that consumerism is at least one of the important issues, which is why generic "tech is bad and scary" articles are still a form of Luddism. It's not addressing the actual issue, as you said. You're sort of making this either/or case rather than a connected whole.

Your kid is eventually going to have a communication device. You have to embrace the dangers of that and teach them about the issues they'll face and the compromises they'll have to make when using it. That doesn't mean you disable Netflix, but that does mean you can teach them about how the internet works, how companies make money off advertising and data, and that there are still ways to protect themselves to reduce risks. Your 2nd paragraph is all things I cover with my kids.

"No, convenience trumps all"

No, this is not what we should teach our kids. Compromises may be acceptable, but that doesn't mean convenience trumps all. One other avenue to explore is how our government can and should do more to make it harder for companies to abuse people in the name of convenience. That's not something that they do a good job of now, but hey, better education for people is part of the point we're discussing. Luddites don't even know the right questions to ask.

"There is no responsible way to "teach" consumer technology"

I disagree, but also don't think we have a choice. Either you learn better ways to teach your kids about tech, or you'll continue to have a system that abuses tech.

"This is just common sense, it applies to everything."

Tech risks are not common sense though outside Silicon Valley. I agree some of the tech problems are more about consumerism, in general, but there are plenty of issues that aren't just that. Avoiding tech won't stop those particular issues.

"And as you write, the former is inevitable, but then so is a lack of privacy, and so are the bad habits that are inherent to consumer technology."

There will always be risks and compromises with interacting with tech. Going back to my sex-ed analogy, there are also risks with sex, but we learn to wear condoms and practice safe sex to minimize those risks. This idea that we can't teach safer risk mitigation strategies for tech also is silly: ad blockers, privacy blockers, better password and identity management, how and when to share personal information, government and legal interventions. All of these are things that affect tech use and should be taught.


You're suggesting more or less what people are doing.

Yet you sneer at it, calling it Luddism.

You missed the point. It's not that there's FUD around tech. It's that the people who understand tech the most (see the headline) are restricting children's access to it more than you (the general reader) might realize.


We try and do all this - the hard thing I find is what limits to put in place and how when they do find stuff that feels less worthwhile or on the addictive side, which they obviously do. It's actually harder than it sounds I have found to set time limits - particularly with siblings as they play together, look over eachother's shoulders etc. and if your daily schedule isn't completely regular due to other activities. We've gone for making one day at the weekend screen-free but it often feels like that isn't enough.


I use a food analogy when talking about tech consumption with my kids, so I'm fine with occasional junk food so long as they're keeping a well rounded diet and getting exercise. It takes some work to get there, but so far, so good.

We have a pretty standard schedule:

- Tech off at 6pm every night and during dinners

- After school till 6 is basically free for all time if they don't have other obligations, which I count as decompression from the day. They hang out with neighbors too.

- Weekends we allow tech, but only if it's educational programming or they're creating something (arts, crafts, stop motion, game programming), so it's a bit more strict.

YMMV, of course.


I agree, although I wouldn't recommend much tablet/pc screen time until they have learned how to read and write.


This has always been a form of Luddism. Tech is inevitable.

it's been proven that if you do abstinence only education then bad things happen

How about driving technology? Children receive abstinence-only education on driving until they turn 15 or 16.

There's plenty of precedent for young children being unable to safely & responsibly handle certain things.

Was it Luddism that I wasn't allowed to operate a table saw when I was eleven?


> Children receive abstinence-only education on driving until they turn 15 or 16.

Nonsense. It is commonplace for children to be introduced to driving gradually, from a young age. They are made familiar with it in an observer capacity from approximately the time they are born. Children typically learn to manage unpowered vehicles like tricycles and bicycles within the first few years of their lives—often as soon as they're physically capable of riding them. There exist low-powered electric (toy) vehicles specifically designed for use by young children; for those a few years older, bumper cars and go-karts are popular amusements. There are even places where one can go (with parental consent and supervision) to practice driving real vehicles on private property.

The one thing they aren't permitted before age 15 or 16 is legal permission to drive proper vehicles on public roads. However, adults who haven't passed the driving exams are subject to exactly the same restrictions. Those restrictions are in place not because it is felt that driving is harmful for children but rather because their lack of experience would pose a safety risk for other users of the roads.


Introduction to tech should still be age appropriate and have constraints. That's different from avoiding it completely. Some apps should be limited and it should be pointed out why to the kid so they understand the dangers.

We know there are problems with ads, privacy, and subtle ways our "free" apps try to gain our attention. Kids are more capable than you may realize of understanding those issues too, and the sooner you work WITH them to learn those issues and how to counter them, the better.

Having said that, if a parent doesn't have a healthy relationship with tech themselves, they're going to have a hard time teaching their children.


I mean, you still have to go and actually learn how to drive once you turn 15-16 before anyone actually gives you a license/their car. People put a lot of time into that. There's also the fact that too small of a child physically can't see out of the front window.


Driving is a much smaller scope than technology. If you restrict the development of technology skills, when you eventually reintroduce technology it will take months or even years to catch up to peers that have been using technology for their entire life.


>Technologists building these products and writers observing the tech revolution were naïve, he said.

>"We thought we could control it,” Mr. Anderson said. “And this is beyond our power to control. This is going straight to the pleasure centers of the developing brain. This is beyond our capacity as regular parents to understand."

A 6 year old's brain has no chance against a team of trained data scientists. We all know this.

This larger issue of screen time and tech addiction will only continue to grow. At some point maybe a decade or two it will be a smaller version of the concerns about the tobacco industry. But because it's the brain and not the lungs it will play out differently.

People approach mental and physical health differently. Similarly dopamine addiction and chemical dependence are also treated differently in people's minds. One is often viewed as a moral failing the other as more "uncontrollable".

As much as we want it to be true, technological advancement can never be separated from social/ethical impact. It's not "just a tool" and never will be.


"A 6 year old's brain has no chance against a team of trained data scientists. We all know this."

Hell, I'd argue that many 40-50 year old brains clearly don't stand a chance against a trained data scientist.


Don't stop there...

I'd argue a prime-of-their-life 34 year old _data scientist_ doesn't stand a change _against their own algorithms_ if they immerse themselves. It's addiction.

We need to stop acting like it is "weak-minded" people (children is a dog-whistle for this) who are susceptible to tech addiction.

The idea of "standing a chance" is literally like saying you can consciously control your dopamine receptors to actively limit dopamine uptake in your brain.


Bingo (anecdata)... a few years ago I spent the last 15min of a flight into SFO talking to a lady (who had been playing Bejeweled for 4 hours straight) about using touchscreens so long (it's my job). She mentioned how shaky she gets when she has to stop playing...

I asked what she did... a game designer at Zynga.


More anecdata: we're all here, right?


Painful but accurate.


Can confirm... I am a 31 year old _data scientist_ who worked on these kind of algorithms, saw the metrics, and tweaked the algorithms to increase these metrics. I got addicted and it is harder to develop a healthy relationship with my phone/social media/youtube than it is with caffeine (I quit it!) or alcohol (I take a 1-2 month long break every year and rarely have more than 1 drink).


You can't control your dopamine uptake, but you can certainly control your actions. Especially when you recognize what is happening.

If I see myself spending too much time on my phone, for instance, I'll put it away for a while.


Right, I'm not fully convinced either way, but it seems to me that if you're capable of understanding the arguments against something, you're capable of starting to take steps against it.

This doesn't mean simply wishing an iron willpower on yourself, but one thing that worked wonders for me is modifying my environment to put barriers between me and bad things. I come from a family with a history of addiction and mental illness, and I think my personality can be a bit addictive along a variety of axes, but I consider my interactions with a host of addictive things (drugs, unhealthy food, screens, etc) to be pretty healthy. I know I have a sweet tooth and enjoy the occasional toke, so I don't keep junk food in the house; if I want anything unhealthier than cottage cheese, I can walk my high ass down to the store and get it. There are plenty of apps and extensions to limit screen time: zenscreen is good for mobile, feed eradicator for Facebook, blocksite for Reddit et al, YouTube has a setting to remind you to take a break after N minutes of watching, etc etc etc. I don't have any particular tricks for drugs, but I never developed the caffeine addiction most have because it was beyond crazy to me to start your day with feeding a physical and psychological addiction. [1].

I get that this pattern-matches to a hyper-individualist "external forces don't matter" take on the world, and it's not. But I think of it like defensive driving: feel free to dvocate for external changes and blame external forces, but when it comes down to it, you are the person who has the most invested in yourself and the person with the most power to change your habits. HN's historical fatalist consensus of all-powerful algorithms before which we can only cower in fear seems hugely counter-productive, and honestly a little silly.

[1] Caffeine is a particularly easy physical addiction to kick, given how brief and mild the withdrawal is. More powerfully physically addictive drugs like tobacco or heroin are in another category which I've avoided entirely, so I'm making no claims about them.


This is not sufficient. I know that eating out every day isn't as good for me as cooking at home would probably be, but the benefits still outweigh the downsides for me, so I eat out more often than I cook at home. No one is gonna hold that against me.

All these algorithms need to convince someone who is aware of their downsides is that the upsides are worth it. Instagram needs to convince someone that, sure Instagram isn't good for their mental health, but staying off Instagram means they will have less friends which will be worse for them. This will almost certainly work for a teenager. Other stuff may work for an adult.

And with the way social networks work, something like this can simply become a self fulfilling prophecy.


Well sure; if the tradeoff is worth it for them, then they _shouldn't_ be doing it less. I'm pretty happy with the amount of junk food I eat and drugs that I do and screen time I have, because IMO the benefits outweigh the costs. It's possible for people to be bad at calculating these costs, but that doesn't require a motivated third party and is not what we're discussing here. This thread is about algorithms exploiting weakness to make you do things you think are bad.


My approach to this has been to retreat to books whenever I find myself too immersed into any digital activity that doesn't yield any tangible results at the end of it (i.e. it's just a time filler). Books can be very engaging, to the point of "one more page" syndrome - but they're still finite, and much easier to put away, all in all. Plus, it is very rare to find a book that doesn't have even the smallest nugget of genuine contribution to one's experience and knowledge. And there's so many good books, you could fill many lifetimes with them.


And if the alcoholic sees themselves drinking too much they'll stop.

...

You just kinda ignored the whole point of the person you're replying too. This is an addiction, phone games or alcohol or lotto tickets, just because you can stop doesn't mean other people aren't addicted.


Yuval Harari keeps saying this, that we live in a time where the systems know our weaknesses better then we know them ourselves.


It's so much worse than this. The systems aren't "evil." They don't "know our weaknesses."

The opposite of love is not hate, it's apathy. The machines are optimized around numbers and parameters and have no idea what a person is or what a weakness is or what the concept of "weakness" means at all. They are statistical optimization algorithms designed to make one number get as close as possible to another number, by tweaking the values of a whole bunch of other numbers.

Like, a person who knew your weakness and had bad intentions would hone in on the weakness and then use it to manipulate you and take pleasure from interactions where you feel bad and they feel good. The computer is just existing at a higher level of ideas than your feelings, and will simply steam-roll your brain into mush as a minor side-effect of its effort to make that one number look like the other number.


Good point and well put.

These issues were being raised as far back as 2005-6 when debates were raging about whether likes/clicks/views and other "easy to collect" numbers were the right proxies for peoples needs and feelings. We know which camp prevailed.

What's changed is people's reaction and awareness. Hopefully we learn how to inject some love into the machine and dilute the apathy.


I'm a prime-of-my-life data scientist, and I disabled all my social media, because I realize I have no hope in fighting instagrams feed. I love the parts of those products where I can meaningfully engage with my friends and family, but over time that part grew smaller and smaller, and the addictive parts grew larger.


That's correct -- it's adults too. And the odds are against the average person. But I must point out it's not just data scientists we are up against -- it's psychologists, psychiatrists and medical doctors, addiction experts, experts in gaming theory, etc. All are employed in order to help make software and devices more "compelling". Remember when they used to ask how "sticky" is the app? Careful timing of rewards, the use of color and sound, a/b testing on phrasing, email&text reminders, alerts, etc all work to keep you clicking like a trained circus animal.

Look, these people are not working to protect you. They're working to create addictions and deepen existing ones. Frankly I think the medical types should lose their licenses for violation of the Hippocratic Oath: "First, do no harm" indeed. Making devices and software more ADDICTIVE, deliberately creating and encouraging mental illness (addiction) is a disgraceful violation of this oath.

This is an open secret in the video game world, to the point that some COUNTRIES are banning things like 'loot boxes' because they are naked gambling.

The problem began when users became the product being sold. Now the companies feel that they have a right to your mind and eyes, and are not above fostering or even creating clinical addiction to ensure they have access.


A repost from half year ago:

I lived in Russia during the time when slot machines were literally standing in the open on the streets, and yes, mentally infirm people were wasting themselves on them. Normal people did not.

It requires one to completely lack logic reasoning to not to understand that the the purpose of a slot machine is to waste his or her time and money.

The same way, it requires a particular lack of basic logical reasoning to not to understand that the the purpose of a smartphone app throwing 20 bling bling popups per second on you isn't different.

You don't need to be a genius to understand that clickfarming app must be removed, and to do so.

My former high school classmate who did not manage to leave Russia is running a typical "smartphone fixer" kiosk. He said few years ago that the most common request he gets from people is to "remove Google nagware and lock, block or delete Google Pay" so their child will never ever buy anything "in that Internet thing"

At least Chinese and Russian parents understood long ago that Google's business is all about "pocket slot machines (this is how people really call smartphones there)." Why wouldn't American parents do that too?


The problem is that it's not the "clickfarming" apps that are the real danger for the majority of people, I'd argue it's the endless algorithmically tailored content and social media streams most of us consume. The ones that fill our every - otherwise - idle moment with something to distract us with.


I spend at least as much time on HN as Facebook these days. (My relationship with HN is fine but my relationship with my phone is not as healthy as I feel it should be.) I think the problem is related to the fleeting mental rewards of surprising information, not any particular application. Perhaps the product of all available applications.


Isn't it the same thing in nature? That is also a part of the same click/impression economy.


In your own words: lack of logical reasoning?


People going to casino with a genuine belief that they will win.

Casino — a business specifically mathematically engineered to make sure that nobody wins against a casino, to maximize your losses, and to make money from it. By the very definition, nobody "wins" against it. Yet, some people still come and play.

Same thing with google pocket slot machine — the very reason they link the game to your bank account is to milk money from you, or god forbid, your children.


As a person who wants to move from analyst to data scientist, this makes me aware I should probably take some techno ethics as well as learning stuff like R and analytics


I disagree with your last point.

Technology will always be "just a tool." By its nature, it is morally neutral. The use of technology for good or for evil reflects the morality of the people deploying it.

Explosives, baseball bats, water, radios, software. All have been used for noble purposes and for evil. That does not impart morality to the technology.


Whenever I see someone saying something like "just a tool" with regard to technology, I always want to recommend a thorough read of Marshall McLuhan's "Understanding Media" ("The Medium is the Message" and other adages).

I think you've got it precisely the wrong way round: it is not the morality of the times that is reflected by the use of technology, but morality that reflects current technology.

The French and American revolutions that began the current age of modern democracy are, for example, unthinkable without the printing press. No newspaper, no democracy. It needed the equalising force of mass-copied text to abolish the sacred order of monarchy in people's heads. Similarly, it is hard to imagine fascism without the preceding inventions of radio and cinema. Or J.F.K. without television.

Culture, society, customs, morality - everything that has to do with what we call 'evil' or 'good' - is fundamentally a reflection of their surrounding media. Morals under the conditions of television will be different from morals under the condition of the world wide web.

One can see that we are currently struggling to adapt our morality to a new media reality by the invention of new words ("fake news", "filter bubble", "clickbait", "post-truth") to describe it; the old ones are insufficient.

I propose that rules and guidelines that emerged under the conditions of offline media will leave us vulnerable to the dark and dangerous sides of online media. We should develop new ones.


The medium is that which spreads the message. Since the mediums operate differently from each other, only certain types of messages can be transmitted over each one.

Before written systems, a message could only be spread by word. The message could be stopped by disappearing the person speaking.

Before print media, messages could only be written down by a scribe or learned person, and the message could only be read by another scribe or learned person. Or messages could only be passed in the form of images. Those messages could be stopped simply by burning/destroying the written/etched copy that existed.

Before the telegraph, messages could only be delivered in person, on foot or on horseback or by ship, limiting its rate of spread to those transportation speeds. Those messages could be stopped by intercepting the delivery, or controlling the territorial borders.

Before radio and telephone communications, transmitted messages could only be read by telegraphists. The messages could be stopped as long as there was no telegraphist at the time of message transmission, or if the telegraphist lied about the message.

Before televised media, only messages in the form of voice or text could be transmitted far distances, so only voice or text was consumed. The information bandwidth was extremely small, although fast.

Before internet media, only audio, video, or text could be transmitted. The information bandwidth increased with video, but these high information channels were only controlled by media elites and governments.

With internet media, internet isn't a message you consume, internet is something you participate in. The instant participation of the global population in a single activity is something altogether new that is a step-change in what has been available, and no prior medium could have prepared us for this age. The old media elites still want to control what messages are dispersed, but the new medium doesn't cede that control easily.


Maybe, if you define 'technology' to be just things like instruction sets and transistor geometry.

By that narrow definition, phones contain more than technology: they contain policy. A phone loaded with addictive games embodies a policy of maximizing screen time. A phone with clickbait on its lock screen is designed to take up your time and bathe your retinas in bullshit. While the transistors are neutral, the policy is harmful.

As it happens, these policies are often set by people that mostly work on technology, so they get lumped together. From outside, people see the technology industry being responsible for all of it.


There's a saying "When you let the camel's nose into the tent, the rest of him follows." If a technology has so many awful capabilities, then there ought to be a good reason to tolerate its existence.


I hear you, its like saying alcohol is just a chemical. Which is true of course. But I think it's naive and idealistic. Taken to an extreme, you could say people are just chemicals and electrical impulses, right? But that's crazy.


Yeah we are definitely more than our material selves.


Technology also always exists in context, removing any neutrality.


I see two problems with how we view addiction:

- Everything has a potential of being addictive, but we focus so much on drugs since they have some especially addicting properties that aren't present in other habits.

- We're stuck with Enlightenment age thinking such as "tabula rasa" and we attribute too much human behavior to free will, an ill-defined term that nobody whom I ask can provide a comprehensive answer to.


My generation grew up with TV shows like The Transformers that got kids to beg their parents for toys.

McDonalds has marketed to children for the better part of a century (and it has followed many people into adulthood).

The medium has changed, but the practices are the same as Edward Bernays and Anna Freud cooked up so many decades ago (Sigmund was never happy with the way his family members used his psychoanalysis research to sell products, even though they used it to help sell the English version of his book).

There is more of it today, yes. Kids don't want toys, and hence we see Toys-R-Us disappear .. they do want games, and it's pretty important for people in tech to teach kids about how absolutely atrocious in-game purchases are and how you should NEVER participate in that rubbish and discourage everyone else from doing so in the hopes it eventually goes away.

But it won't, because there are always people who don't know, or even with full knowledge, can't help those addictions.

It's a complicated problem, but current phones/tech are just the medium.

But the medium can also be the message.


> My generation grew up with TV shows like The Transformers that got kids to beg their parents for toys.

But the addiction component wasn't built-in the way it is now. Everyone remembers "Saturday morning cartoons with cereal" because there was a set time and place for that event. After the episode ended, it didn't auto-play the next episode, or recommend 5 highly similar shows based on your "viewing history".

Consider that "bingeing" is a commonly accepted term when it refers to consuming an entire season of a show in one sitting and companies like Netflix churn out TV shows with a focus on this "bingeability", because that's their differentiator compared to regular TV.


I dunno, I remember losing HOURS sitting in front of a TV. Watching whatever. Whatever they wanted to show me, I'd watch it. Commercials every X minutes.


There have always been TV fanatics, or enthusiasts, sure. I vegged out a lot as a kid. As tech has changed, though, the game is totally different, and people are being actively coerced into binge-watching.

Yesterday, we had Nielsen doing rough tracking of viewership (IIRC, installing a Nielsen box was/is totally optional!), opinion polls, and focus groups. Mostly aggregate data on a program's performance.

Today, we're building elaborate user profiles and tailoring the viewing experience to the individual, using who-knows-what details (demographics, personal viewing habits, Amazon purchase history, eye-tracking data from your smart TV, you get the idea). These companies have a really good idea of what you like, and will use whatever data they can to maximize the time you spend on their platform.


That's how I remember it, but one difference in my experience was that it was understood by everyone that watching lots of TV was considered bad, but we all went ahead and did so anyway. Now it's considered normal to "binge" on TV, and I find it very disconcerting that people are using that word without even being tongue-in-cheek about it.


>Kids don't want toys, and hence we see Toys-R-Us disappear

Toys-R-Us died because the founder left, his successors couldn't keep innovating, they sold out to Bain and KKR, and then it was driven into the ground for margins.

It's not because "Kids don't want toys." You thinking kids don't want toys almost seems more like brainwashing than if kids actually didn't want toys anymore.


A decade ago, we didn't have to fight an always engaged computer acting on a personal level, trying to convince us to not let it go and do something else.

It's a difference only of efficiency, but it is large enough to create completely different kinds of problems.


> We're stuck with Enlightenment age thinking such as "tabula rasa"

Nobody has actually believed in that for decades, and it certainly isn't present in the public consciousness.


Lots of people believe that the human mind is a blank slate and that culture defines humans more than any inherited neural architecture. I disagree with that conclusion, but it certainly is not “nobody”. One need look no further than the angry screeds in response to evolutionary psychology.


I suspect we will learn a lot from evolutionary psychology. Unfortunately it has a long history of "just so" stories, and being used to justify all sorts of racist and misogynist beliefs. It's hard to get rid of that kind of baggage once you've acquired it.


Not all of evolutionary psychology is what people call the "just so" stories. Any understanding that we are born with more than a blank slate that shapes our thinking is "evolutionary psychology". That is an unpleasant conclusion for those who want to believe that all undesirable human behavior is the fault of culture.


On the contrary, tabula rasa is one of the most sacred axioms of modern Progressivism.


I see this playing out right now with Apple's phones, which get continuously bigger and shinier and brighter with every new generation.

Then they give us "Screen Time" and Tim Cook talks about giving people the tools to be aware of how much they're using their phones and to make their own decisions about it.

If drug companies said "We're discontinuing Advil for your headaches and replacing all painkillers with small dosage opiates, but we'll give you an app to count how much you're taking and you can make your own decisions" we'd immediately jump down their throats.

Apple discontinues the iPhone SE, standardizes on a comparatively gigantic 6.1 inch screen size for their mainstream phone model, and tells us "It's fine. We gave people a new app so they won't get addicted to their phones."

I don't think it's fine. Apple's just in denial about it because the design team likes big shiny things, premium phones print money, and users keep on buying them because we collectively don't have a grip on the downsides.

Just give me a damn phone that I can call a car or text friends on, I don't want to or need to spend hours consuming media on a giant shiny screen. But if I get a giant shiny screen foisted on me, I know it's going to happen.

But like you said, if someone's living on their phone too much, we treat it like their own moral failing. The manufacturers that made the phones this way and the software companies that deliberately A/B tested their engagement stats to death to rope you in as hard as possible and sell more ads? Nah, not their fault. It's these irresponsible phone users not owning up to their own faults.


Perhaps I just don’t have smartphone addiction, but (if I do) there is something different between this “addiction” and others. There are no withdrawal symptoms for me. I feel the compulsion to pick it up and look at it, but if I don’t have my phone, after reaching for it in my pocket and not finding it a few times I just stop. I don’t feel a need to go find a phone or feel rotten because I don’t have one. And these feelings (that I don’t seem to have anyway) don’t get stronger and stronger until I get back to my phone.

I’ve felt withdrawal symptoms for caffeine, and I can only imagine it is worse for stronger drugs. Maybe this addiction is of the same sort but the withdrawal is so slight that I don’t notice?


I'm in the same boat as you. One thing I've learned over the last few years is that the problem with "phone addition" has more to do with the lack of boredom than any physical effects.

The really short version is that there's some science that suggests that periods of boredom increase creativity. By constantly keeping active with your phone, we're losing this "boredom time".

Personally, I've made a habit of occasionally just doing nothing every now and then. Put the phone away; don't listen to anything. It's actually great for my commute home (I take a bus). I can just sit/stand and not do anything and just relax for a few minutes on the way home.

Personally, I think the biggest problem here isn't that kids are spending a lot of time looking at their screens. It's that parents _aren't_ spending a lot of time engaging with their kids about the content.

When a screen is used to distract a child - or anyone,really - instead of engage them, that's where the problem arises.


I often wonder how much creativity, thought and self-reflection is missed out on because the response to boredom or quiet moments is to reach for the phone, rather than engaging the brain and being alone with one's thoughts for a time.

Not only personal time, but work time as well. How many of us see work colleagues on their phones or random websites during work time? If that moment of boredom had been spent thinking about new products, the details of a customer problem, or something else work-related, that could have produced something tangible, rather than being wasted. When "slack time" is automatically used for indulging in phone apps or web surfing, that's displacing activity which pre-phone-apps and pre-internet, would be much more likely to have involved alternative productive activity, from future planning to work-related talk with co-workers, to designing and prototyping experimental stuff. Now it's self-indulgent skinner boxes compelling us to fairly fruitless time wasting.

Some people are so focussed on this stuff that it takes priority over actual face to face conversations, which I personally find intensely rude, and I don't think I'm wrong in saying this is going to directly affect the productivity and effectiveness of them as an individual and the team as a whole. Their focus isn't on the company's business, but on themselves. I don't find this degree of self-absorption healthy; it's like working with zombies. In some ways, I preferred my original programming job where we only had a shelf full of books and dial-up internet, and you actually worked with your co-workers, talked to your customers on the phone, rather than merely existing in the same space while their minds are somewhere else. Not that I'm a Luddite, it's the social changes I abhor, not the technical.

It's weird, and worrying, just how addicted people have become at the expense of real life in the here and now, and a pushback against it is long overdue.


There's also a chance that the distraction is dissipating energy spent in particularly unhelpful endeavors. If that's true, who knows what the ratio between helpful and unhelpful boredom is?


You're right, I don't think it's as physically addictive as chemical compounds can be. But the time wasting is a very easy hole for me to fall into (he said, arguing with people in HN comments :P).

It's not the end of the world, if I end up having problems with it on my next bigger phone I'm more than capable of deleting the problematic apps. I've already done that with Facebook on my SE.

Even so, I'm also not excited about the ever climbing costs for new "upgrades" that I don't want. SE was a great size and had the top of the line camera from the 6s. Now if I want the smallest screen and the best camera, the price went from $400 to $1000. Welp.


The withdrawal symptoms are subtle but can be extreme. Think of a stereotypical teenage girl whose phone has been taken by her parents, she's lost her world and she's going to have a full on panic attack. That's a whole lot different than "oh no I left my phone at home, I guess I won't have access to it until I decide to go home.", but look at how much choice you have over your addiction compared to the teenagers.


I think you’re being an alarmist.

My iPhone adds incredible value to my life and I find screen time very useful in helping me control my own urges to over consume enjoyable content. I don’t think people at Apple are intentionally selling you cigarettes or opiate like products.

If parents can’t understsnd spending too much time on phones or infront of TV is potentially harmful then it’s common sense we’ve lost. Nothing else.

Take it easy.


I'm not just talking about kids, I'm talking about adults too.

Smartphones absolutely add a lot of convenience and value. But, in my opinion, most of that value doesn't come from having deliberately addictive media consumption available at your fingertips at half a second's notice. Yet that's what phones are being optimized for.

Does calling an Uber need a 6" screen? Or voice navigation instructions in my car? Shooting photos and videos? GPS tracking my runs?

Most of the things that bigger screens enable are things that I'm trying to minimize, so making these big inviting smartphone screens is no longer adding value to my life. But that's the only phone Apple will sell me. No, it's probably not as bad as opiates. But "not as bad as opiates" is a pretty low bar to set for "should I be OK with this?"

The new Palm small phone thing is a nice idea, except that it's a companion accessory to go with a bigger phone. So close: https://www.theverge.com/circuitbreaker/2018/10/25/18022382/...

What I really want is a small phone like that to go with an iPad. With a full size tablet, carrying it and sitting down to use it two handed are enough of a barrier that I can't absentmindedly find myself sucked into a reddit hole.

Maybe that's Apple's plan to sort this out. Make next year's iPhone Max Plus so big that you have to carry it around in your backpack and can't make a habit of staring at it all the time.


>Just give me a damn phone that I can call a car or text friends on, I don't want to or need to spend hours consuming media on a giant shiny screen. But if I get a giant shiny screen foisted on me, I know it's going to happen.

Giant screens aren't being foisted on you, you go to the store and pay for them. You could buy a featurephone if you wanted.


I'd like to keep the useful parts of a smartphone without optimizing the addictive parts. Too much to ask apparently.


I feel like this is a fairly weird argument. Bigger screens are not more addictive by themselves.


Their argument seems to be more venting about Apple not selling a phone they want, rather than smartphone addiction.


What is the evidence for your argument that Apple is "optimizing the addictive parts"? Your argument seems to be entirely based on screen size; is there some study that demonstrates a correlation between screen size and 'addictive' qualities?


It's more the 3rd software companies that are optimizing the addictive parts than Apple, because that's how they make money.

Having the screen be smaller makes those software products suck enough that I don't like using them for extended periods, it's a defense mechanism against hyper optimized advertising engagement apps.

Personally I think that's a feature.

My other problem with Apple that they're only interested in the high end $750+ for their phones. The SE was comparatively a steal at $400, and nothing about the new ones is $250 more impressive. Can't be securely held one handed and adds a big screen that I don't want, so I'm not excited about paying more for it.


That's such a stupid argument. What's next? Make car seats uncomfortable so people don't commute? You vent about Apple not making a small phone, and I too think they should. But don't try to push that argument on the back of phone addiction, that's pathetic.


You could try setting the screen to grayscale. It's still functional, but less appealing.


Actually, iPhone SE is still good. Supports the latests iOS and runs quite smoothly.


There was a post a few months ago where someone put a greyscale filter on their phone screen, and found the "addictive" effect significantly reduced.

It was just one person, and entirely subjective, but seems worth a look.


You are loosely comparing a large smartphone with tobacco; yet the reality is that an iPhone is more like matches: you can use it to start a campfire, light a stove to cook some kale or use them to smoke crack. It’s your choice what you do with the matches and it certainly isn’t the match manufacturer’s fault people choose to light the crackpipe rather than “healthier” options.

If I understand you correctly, it’s the phone fault people are addicted to bad content? The phone is just too easy to use, too high quality that unwitting victims are just defenseless? If we are talking kids, that’s a parent problem, but if we are talking adults, then it’s a problem of self-responsibility. Grocery stores have plenty of ice cream for sale: it’s up to you to not buy and eat it all the time. Grown ups ought to act like it instead of blaming shiny objects of their own obsessions. Adults aren’t victims of their phones.


Check out the light phone 2 or the KY-01L, both phone looks pretty awesome. the light phone 2 being just call, text, and the KY-01L having a web browser (though it looks so bad I probably wouldn't use it)

Also both those phones have e-ink displays.


So the argument is that his phone is too good and he is sucked in? So a crappier phone is the answer? That’s like saying people drive too much so we should remove the air conditioner and radio.

It reminds me of the Colonel Sanders scene in So I Married an Ax Murderer: https://m.youtube.com/watch?v=TPMS6tGOACo


That’s like saying people drive too much so we should remove the air conditioner and radio.

You imply that this is obviously a bad idea, but why? I wouldn't eliminate the idea out of hand. If cars were slightly less comfortable, maybe people would drive slightly less and walk/bike slightly more. Maybe removing temptation by having a phone that doesn't make it as easy to play games is simply a healthier choice.

As a parallel, the Amish are a societal group that isn't being overwhelmed by technology. Contrary to popular belief, the Amish don't shun technology, rather they develop rules as a community to try to figure out how to take advantage of the benefits of technology while avoiding the downsides.

In most Amish communities, the current rule is that using telephones is fine, but they are not allowed to be in the house. They tried it when they first came out, and decided it wasn't working. The current approach is to put community phones in outside sheds so they aren't too tempting, but can be used when needed: http://amishamerica.com/got-a-quarter/


I don't want to go back down to a feature phone, but if you said "I want to bike more places instead of driving my car everywhere" it would be reasonable to not want to buy an $80,000 luxury sedan that you love to zoom around in.

Unfortunately Apple has decided that's the only car they're going to make.


Well, it's a good thing there are alternatives to Apple. Their products are grotesquely overpriced anyway.


My main priorities are size, photo quality, and respecting my privacy. I haven't seen a lot of options there, but if someone else is still making a phone that's as good as the iPhone SE I'd love to hear about it.


To be fair, for most people, a smartphone may be their only 'personal computer' - sure, they may or may not work a desk job where they use something with a keyboard, but most of the computing they do on their own time will be on that small (if not getting any smaller...) screen. Does that appeal to me? No, not really, I appreciate having a browser in my pocket sometimes, but I don't watch much in the way of videos or even game on my phone. But we're (mostly) technologists here, and I would think that we tend to feel that using computers is generally good / interesting / empowering. Can it also be pathological? Clearly yes. We have some evidence, accident rates increasing[1] as people can't stop checking their feeds for example. So that's a concrete social problem. But I am less sure about the impact on children - we've had several generations which grew up staring at TVs for hours a day, which may not have done us any favors, but it didn't cause the end of civilization either...

1: https://www.nsc.org/road-safety/safety-topics/distracted-dri...


Is there actually a link between screen size and addictiveness?


The user experience of scrolling through and viewing lots of content on a 4" screen is honestly not great. Apple, being Apple, sees that as a problem. I consider it a feature because it's easier for me to break away from. Web browsers, youtube, mobile games etc. I don't write emails from my phone unless it's an emergency, but I like having a smartphone because it gives me the option if I need to.

A lot of those behaviors, I currently have trouble with at full-size computers. I can absentmindedly browse cat pictures on reddit for a couple of hours. But I have to sit down at my computer to do that, I can't do it comfortably on a 4" phone screen. And I like it that way.

Put that comfortable time-wasting computer in my pocket where it follows me everywhere and I'm about 99% certain that I'm have a problem.

I'd love to know if someone's studied this more rigorously.


I remember myself struggling with Quake 3. It really felt to some extend hypnotic. Only after giving myself a proverbial slap on the face at around 2014 when I was 13 or so, and getting conscious of that being a problem, was I able vent Q3 out of my head.


I was addicted to video games into my 20s. Even now I have urges to fire up some MMO. It was only when I started working in UX design and researched human behavior that I understood how incredibly addictive video games are. Well designed video games go above and beyond to make you keep playing them. Even as a professional designer I frequently look to games to get ideas about how to hook visitors to spend more time in sites and apps. It's very ironic that the system that gamed me (pun intended) is now something I'm actively part of.


The interesting thing about both your examples (Q3 and MMOs) is that both are games with no finish point.

I think that's not a coincidence, and it's not just about games. If you think about it, all forms of entertainment boil down to giving our mind a different world to inhabit for a while. It's pretty obvious with books and movies and theater etc, and with "traditional" games. But in a sense, the gaming board of something like Bejeweled is also a world, just a very simplified one. And stuff like social networks are also a world, the one that's built out of real people, but with its own set of relationships and problems and drama etc. All of this lets your brain "go elsewhere".

But here's the big difference. Some forms of entertainment engage in such world building to tell a story. But a story has its finale - once it is done, you leave the world it inhabits, and come back to reality. You can go back for another take, but the thing about stories is that the second time is not like the first. It's diminishing returns.

With modern - problematic - forms of entertainment, like MMOs and addictive mobile games and social media - the world is intentionally designed to be inhabited permanently. Worse yet, it's designed to be painful to withdraw from, even temporarily. There is no final line - there's no "game over, you won" in a MMO, or a happy (or sad, or any) ending of the Facebook drama. The people who make those things want it that way, because every minute you spend in their world, they can extract rent from you. With stories, you pay per story; here, you pay per hour.

Basically, social media and addictive games are the equivalent of a never-ending soap opera that's on 24/7. Imagine if something like this existed 50 years ago; do you think the effects would have been different? It's just that back then, it was not economically feasible. And now it is; and here we are.


> At some point maybe a decade or two it will be a smaller version of the concerns about the tobacco industry.

To be fair, the comparison is applicable, but not the best. I think it's more akin to slot-machines and other forms of gambling, themselves heavily regulated (though maybe not for much longer [0]).

[0] https://www.cnn.com/2018/05/14/politics/sports-betting-ncaa-...


> A 6 year old's brain has no chance against a team of trained data scientists. We all know this.

A team of data scientists stand no chance against millions of years of adaptive evolution. Humans are an incredibly adaptive species who inculcates nearly anything into their lives with ease. Technology is no different.


"A 6 year old's brain has no chance against a team of trained data scientists. We all know this."

What a glib statement.

Although, a meme here on Hacker News, it doesn't take a data scientist to make addictive games and video content.


> A 6 year old's brain has no chance against a team of trained data scientists. We all know this.

This is ridiculous. I mean, utterly and completely ridiculous and you should be ashamed of yourself. This all happened by chance, not by some miracle of data science. For every product that captured 6 year old brains, there are millions of failed products that did not capture any brains at all. For every claim of "hey, I just tried to stimulate dopamine addiction in my successful table game" there are a million people who tried to do the same thing and failed. This is just a ridiculous narrative that uses post hoc reasoning and ignores survivorship bias to try to justify some parochial view of what makes children become "productive" adults.

No human is going to be able to predict what will be good and bad for child development except in very narrow cases around health and nutrition (and even there we're wrong 92% of the time when we stray out of those narrow bands). The world of tomorrow is not the same as the world of today and each generation will adapt and thrive in their own way. We'll keep stumbling through trying different crazy approaches, each with drawbacks and advantages, and occasionally pushing for the "one true" approach that will be discredited before we ever get to figure out if it works.

> As much as we want it to be true, technological advancement can never be separated from social/ethical impact

Yeah, sure, of course. But responsibility for social/ethical impact is almost zero in all cases except as a retrospective tool, and trying to predict social/ethical impact is a suckers game because this is simply not possible. This idea that we can somehow have a simplified model of how humans behave and that such a model has any validity at all is a common one in marketing and social science research, but is clearly fallacious.


He never said these data scientists predicted the 6 year old brain and created the program accordingly. Just A/B testing and measuring what works best and what doesn't and progressively refining the product to match these findings is data science.


I'm already being downvoted, hopefully mostly for my tone rather than content, so by all rational means I should abandon this and go complain another day, but this really gets my goat.

A/B testing and measuring -- are you kidding me? That's how you go from 35% conversion to 36% conversion, not from 2 daily active users to 1e7 daily active users. Refinement only works if you're exploring a space that has productive alternatives in low dimensions, which is almost never the case. No amount of "progressive refinement" is going to turn Farmville into Candy Crush or Candy Crush into Fortnite. You have to look no further than those examples to see what I mean -- "Oh, look, Zygna has figured out a formula to hook users" followed by "Zygna can't repeat its success".


The developers of different kinds of games will have different motivations.

A developer of traditional games might think, "How can I make this game better in an aesthetic, or an educational sense?" Or, "How can I make this game a better FPS than the ones before?"

A developer of another game might think, "I want to make money, let me survey existing games and read psych literature and create the next billion dollar game. I don't care what form the game takes, or what players get out of it."

The claim is not that game developers for each game are creating an addictive game from scratch by A-B testing, but rather exactly what you said, that they're AB testing for smaller improvements in eyeball-retention, spending, and addictiveness, because all they care about are those metrics which drive profits (or valuation which can be converted into profits).

That a set of conscious design choices, on its own, isn't sufficient for extreme addictiveness doesn't change the fact that those conscious design choices are necessary, and those choices are being examined, analyzed, and documented by other game devs and by psychologists. So, of course you can take all the known lessons and apply them to a brand new game concept and fail horribly, but if your game is a success on other grounds and you mined other games and the literature for addictive ideas, you are much more likely to have a billion dollar super-addictive game than you would have been 20 or 30 years ago.


Zynga copied base from another developer and then A/B aggressively to squeeze maximum. It is not like it would be some shameful secret, that was even basic advice to developers after.

Zynga had repeated success, untill market saturated and other developers caught up. That does not make these tactics not working, that just makes them so common that they are not such a huge advantage anymore.


> Zynga had repeated success, untill market saturated and other developers caught up

I'd say, until people got bored with the same single local optimum game that all Zynga games converged to despite differnt skins.


> That's how you go from 35% conversion to 36% conversion

It's also how you go from unique and successful entertainment product to something completely unusable and boring is just few hundred A/B iterations.

Enjoyment is not the space where gradient descent works particularily well.

Amazon is absolutely horrible expeirience for me. It's hard for me to point e-commerece site I used that's worse than amazon.


What you quoted does not at all warrant the response you offered, nor shame on the author.

The notion that human behavior can be manipulated and shaped by careful modulation of input is not remotely new, and it's developed considerably over many decades.

If you don't agree with or understand this, and would like sources, please say so and I'll gladly offer them when I'm at a keyboard.


>This all happened by chance

Nobody fell down the stairs and discovered that the tumble accidentally linked their KPIs to engagement metrics.


No -- a thousand people fell down the stairs, nine hundred and ninety nine of them found no link between their KPIs and engagement metrics, and the one that did thought that they figured out how the human brain works, instead of just realizing that they were successful for reasons that they likely will never understand or be able to replicate.

And a thousand of those .1%'ers will try a second time, and the .1% that succeed that time will be hailed as geniuses and people will set about copying their open plan offices and terrible management styles in the hopes of replicating their success.


I'm not a data scientist nor a psychologist nor an addiction expert nor ...

But I've played some games. I am 137% confident that some form of "level up" (roguelikes, MMOs, MOBAs, FTL) is an extremely strong addiction factor. League of Legends, that free game whose net worth is among the highest of all time.

In real life, you study->grades->job->promote->takeoverworld. Or liftweights->liftmoreweights->liftmoreweights. Or climbmountain->climbhighermountain...

In games, you do that in 1/100 the time and effort. Tap a few buttons and "you win!!!!"

A sweeping statement to the effect of "people don't understand addiction" is basically malicious and I accuse you of being the inventor of gamification or one of their PR folk.


> But I've played some games. I am 137% confident that some form of "level up" ... is an extremely strong addiction factor.

Try playing more unsuccessful games. You'll find that most boring, unaddictive, terrible games that you'll never play more than once have the same leveling up mechanic.


Well sure, we can say there's a prerequisite amount of fun to be had in the first place. Addiction is for pleasure not pain, at least for the average person. Something must not be so off-putting that you don't have a chance to get addicted. For example, a cigarette that caught your mouth on fire would probably not be smoked again. The fact that some (or even most, may be your point) games set your mouth on fire does not mean the addiction factor isn't there. It just means they're more boring than they are addictive in that critical early stage.


So we're going to no-true-scotsman our way out of this?

Nothing is binary; I'm not going to say "either leveling helps a game all the time or it doesn't". Sometimes leveling-up mechanics help a game, sometimes it doesn't, sometimes it alienates one set of users and attracts another, and there's no magic formula for when it helps and when it doesn't, and the nature of the leveling-up mechanic itself and how fun that is can vary in effectiveness dramatically. It's like having the user's avatar wear a funny hat.


I'd say that the classic "Cow Clicker" game (https://en.wikipedia.org/wiki/Cow_Clicker) is a strong counterpoint to what you're suggesting. Meant to be a satire with essentially zero gameplay, the author was surprised when it gained a dedicated following.

There is just something about the "Skinner box"-style of frequent microrewards in games that scratches an itch in the human psyche.


I think cow clicker had novelty and the empty room psych on its side as well. Humans tend to obsess upon things which seem to have a purpose but no obvious one. Nobody bats an eye at the same tree used hundreds of times of a plot important but a single beggar with grey rags instead of brown? They must be more important somehow!

Well before then players of the original Diablo were obsessively clicking cows because of rumors and belief that there had to be something to the cow.


I have a 2 and a half year old son now. My wife and I have found for us that the right answer is simply moderation, variety, and supervision.

1. We moderate how much time is spent on screens. Each day he probably spends a total of an hour or less in front of any screen (iPad/iPhone/Projector).

2. He does watch some (highly filtered) educational YouTube content, but we also make sure he's playing educational and interactive games, like building, drawing, and learning Chinese (we're a bilingual household). He also has lots of books and we read to him actively, he participates in sports, we take him outside to playgrounds and parks, do arts and crafts with him, and he helps us with chores around the house (in a fun way), etc.

3. When he is playing a game or watching a video, we're there participating. We're monitoring and filtering the content he's viewing, and we're actively adding to the educational experience by talking about the things he's seeing and doing with him.

Technology is a tool, and how it's used matters. Outright banning it means we're missing out on its potential benefits, and also we miss the opportunity to teach him from an early age how to use it properly. I fear a child who hasn't learned to cope with technology for 13 years and is then suddenly introduced to it will struggle far more.

It was a little bit of a struggle at first, but now when we tell him it's time to turn off the iPad, he usually will do it himself without fuss, and he increasingly will turn it off without even prompting and move on to another activity like reading or drawing.


> I fear a child who hasn't learned to cope with technology for 13 years and is then suddenly introduced to it will struggle far more.

This is also one of my bigger fears. There is a strange mix of people in my generation (born 1990's), who are non-techies, and are either responsible with their internet use or display worrying signs of unhealthy internet presence. Even though tech has been around for some time now.

Some, I realised, were introduced to technology rather late. A fun example is how some people would be offended if I were to call them "gamers". They don't own PC games, don't own a console, but they spend their entire commutes and more playing mobile games.


That's a great point. But it takes a lot of time and effort to filter the content your child consumes. That's because the system is designed so the end user has almost no control over the information flow. So this will affect the poor disproportionately (once again). If you don't have time to discover child-friendly, educational content, no money to buy ad-free movies and games from trusted companies, you'll just give your child a tablet with a tab open showing an educational video. What your child will be watching 10 minutes later is up the the mercy of Google. Whatever it's going to be, I bet it won't be in the best interests of your child.


> But it takes a lot of time and effort to filter the content your child consumes.

It really doesn't if you use the tools available.

For instance Amazon FreeTime (https://www.amazon.com/Amazon-FreeTime-Unlimited-Monthly-Sub...) gives you a curated library that is appropriate for the age range you set.

There's no microtransaction apps or other nonsense like that.

You can even set limits like "30 minutes app time per day", "30 minutes book time", "30 minutes video time", etc.

You can also remove or add specific apps you want your kid to have access to.

Honestly it's wonderful to give a young kid that level of autonomy and access to information. You should still pay attention to what they do. But there's no need to give them access to the open internet or to curate everything yourself.


I wish the rhetoric around "screens" was less focused on the delivery mechanism and instead more focused on the problematic thing behind those screens.

The issues raised here seem to not be related to glowing LCDs, but rather particular apps and behaviors in those apps that lead to addictive and problematic behavior.

"Screens" is even broader than saying things like "the internet is bad". The latter statement already sounds unhelpful because everyone has a better understanding of just how diverse of a platform "the internet" is.


The problem, of course, is that it's really difficult for a parent to differentiate between the various types of things kids can do on their screens, especially for someone who is less tech savvy in general. This isn't to say that it shouldn't be done, just that it's hard.

Personally, if I had to select one "easy avenue" to ban or restrict, it would be not screens but internet access. This has the side effect of putting the parent in charge of acquiring new content.


“’Cause the technology is just gonna get better and better and it’s gonna get easier and easier and more and more convenient and more and more pleasurable to sit alone with images on a screen given to us by people who do not love us but want our money. And that’s fine in low doses but if it’s the basic main staple of your diet you’re gonna die. In a meaningful way, you're going to die.” –David Foster Wallace


Spot on. Where is that from?


The film "The End Of The Tour" - there's a transcript with that quote here: https://www.wnycstudios.org/story/end-tour-david-foster-wall...


I'd have to say whatever the waldorf schools are doing is working. My father-in-law's neighbor is an education PhD and her son has been in waldorf schools from the start. He is the most intelligent, wise, and confident kid I have possibly ever met, and he takes care of a wide range of animals at home (horses, chickens, alpaca, pig). He always seems fulfilled and is always excited to talk about what he is learning in school.

His mom who was previously writing and editing textbooks took a job at a public school in a lower income area of the county. She couldn't stay for even a year as she was so upset and dissapointed with the methodology they were using, heavily relying on screens and allowing kids to get away with everything.

I know that I will definitely do everything I can if I have children to get them into the same school.


Have you considered that the kind of parents that raise such children re the kind of kids to put them into waldorf schools, not that waldorf schools do something special.


(waldorf kid here) while that is an obvious confound, the waldorf pedagogy strong encourages children not be exposed to any screen time at all. It goes further: even at the kindergarten level, all toys and costumes are natural materials, you won't find a single piece of plastic among items intended for a child's use. Even the crayons are made of beeswax.


> It goes further: even at the kindergarten level, all toys and costumes are natural materials, you won't find a single piece of plastic among items intended for a child's use. Even the crayons are made of beeswax.

I can't possibly imagine the purpose for these restrictions.


Waldorf is all about fostering imagination, so they try to limit anything that comes with a pre-defined set of ideas that tell you how to interact with it. A plastic firetruck already has an identity; an unfinished wood truck can be anything.


> I can't possibly imagine the purpose for these restrictions.

Satisfying parents who reflexively think "natural" == "good"


Are they still making you memorize colors for days of the week? My ex gf tried to go out of a Waldorf program into engineering at CU Boulder and had no clue how to use a computer.


No doubt, it's absolutely soaked in weird Christian Theosophy. More likely to pick Montessori for my own youngins, wanted to provide some accurate info.


There is always a tendency to blame the addiction on the substance, but it's usually symptomatic of something deeper.

In this case I think it's happening because parents don't have as much time to spend with their children as they have in past generations and screens are a convenient way of keeping a child occupied in a safe way.


In past generations parents spent much less time with kids than now. Kids were mostly roaming streets. Now society frowns upon letting kids be outside nonsupervised, hence the substitution - screens indoors.

Edit: Today parents spent twice as much time with kids as 50 years ago. https://www.economist.com/graphic-detail/2017/11/27/parents-...


Part of that is that when roaming the streets, you knew the people on your street and usually had an idea that people were home to be able to call you to let you know there was a problem. Being at work is different than being "around and available" at home. Didn't have to be spending time with them directly to be available.

When I was roaming at as kid it was to my other friends houses in my neighborhood and everywhere in between. I live in a fairly large neighborhood now and we only know one other boy in the neighborhood who is my son's age. It's unfortunate for him.

At the same time, my daughter has several friends in the neighborhood her age and they play together all the time either at our house or the house of another parent who works from home.

That said, when I was really little I watched a video of my 4 year old birthday party so many times I memorized it. My mom called it "the best babysitter." Even today I can play that video in my head.


I wonder what the results would be if they included grand-parents (and similar close relatives) in the count of time spent. Because parents are not the only close adults being able to provide a 'parental' role of supervision and care; and families have gotten more and more split along the years, with an always more isolated parent(s)-child(ren) nucleus.

Speaking of isolation, father's time may rise, mother's time may rise as well, and yet the time spent with parents may decrease too: think of the multiplication of single mothers (and to a lesser degree single fathers).


The content of that article makes a different claim than the headline. It's possible to spend time with a child without devoting time to child care, which is what the article specifically cites. This would be the case for family run farms, and up until very recently the majority of the world's population were farmers.


You are partially right. But when I grew up there simply weren't that many things to tempt children as there are now. Even if I had wanted to have some there was no fast food around, there were no smart phones, no Facebook, no cable TV. We had to find ways to occupy ourselves be it reading or playing some games.

It's hard for parents to fight off all these temptations.


It is also the responsibility of developers to apply some ethical guidelines. As it stands, media and games are being designed with addictive rewards to hook in adults and children alike, in the name of monetization.


> There is a looming issue Ms. Stecher sees in the future: Her husband, who is 39, loves video games and thinks they can be educational and entertaining. She does not.

I'm still peeved so many people hate video games categorically. Age of Empires & Civilization got me into history as a kid and I checked out dozens of books as a result. Plus, the reason I ended up wanting to learn more about computers was to make games myself.


RTS games in particular were extremely fun for me, and I don't see how playing hours of Starcraft and C&C wasn't an exercise in strategic thinking.

I share Ms. Stecher's skepticism, though. Games today are fundamentally different from what they were when we were growing up (I'm guessing we're around the same age if you were big into AoE). Some of my friends have kids now, and the games I see them playing make me cringe. They look designed to be addictive - not in the way that playing C&C was addictive, but that they're designed to form real addictive behaviors.

So I don't know what I'll do. It's a hard problem. Banning all screens doesn't seem like the answer. I don't know what is.


This is the reality. I lost days playing Red Alert. Video games used to be fun. The used to be challenging. Even Super Mario Bros 3 was a challenging game that provided a sense of accomplishment.

Today gaming is much broader. Video games have merged with the larger gaming world (gambling). Most iOS games aren’t fun. They aren’t challenging. The are games of random chance at best. Like video poker or a Vegas slot machine you just press a button and hear a “winning” sound, even if you didn’t win.

It’s the weirdest thing when you watch somone playing a game like this and ask them, “Is it fun,” and their answer is, “Not really.”


Challenge is not the issue. Dark Souls is bloody difficult, but that doesn't mean that I feel like I've been using my brain after playing it.

Video games are awesome, but they provide too much stimulation and instant gratification for little kids. I don't think TV is much better, but video games are way more entertaining than TV.


Dude, playing Dark Souls requires more brain power than the vast majority of most peoples’ jobs.

If my kid was good at Dark Souls I’d be impressed. Hell, if I was good at Dark Souls I’d be impressed with myself.


Difficulty != brain power requirement.

Flipping heads on a coin 20 times in a row is difficult, but doesn't require thinking. Flipping a water bottle to land is difficult, but doesn't require critical/analytical thinking skills.


Beating Dark Souls requires lots of things. Hand-eye coordination, focus, determination, discipline to grind until your are good at something, learning the game world, learning the enemies, problem solving, etc...

Good games definitely require brain power and critical thinking. I think most people that don't play good (at least my definition of good) games don't understand some of what they teach. I believe that learning anything can be good for you.

Kids need to learn how to learn, focus, and grind to be good at something. Video games help with that. Well, not the generic slot machine simulator "games" or "brain training" games that are popular on mobile, but actual games with depth that provide challenges.


I would say the distinction you're going for here is simple but not easy.


dark souls is basic pattern recognition and hand eye coordination at best.


Exactly!!!!


It astounds me how often I see ads for slot machine games on mobile. How could that possibly be fun? I guess there's an implication that you can actually win stuff, which I know isn't true. But them I've never seen the appeal of real slot machines either.


Games evolved from products that are sold once to a service that continuously extracts value from the customer. It's only natural that they try to be as addictive as possible when additional playing time means additional revenue.


Yeah, because games are really expensive to make. Fucking up a single time has been known to take out entire publishers. The issue is that many games simply can't break even at $60 a copy and so they have to look to other methods.


They used to be that before they were sold as one-offs, too. Arcade machines demanding more quarters for extra lives is a meme I grew up with, and my childhood currency didn’t even have a coin called “a quarter”.


Yeah, I know. I get that. I suppose I just think it's sad.

Maybe Nintendo will save us.


Talking about and being from that AoE games generation, I think a big part is the absence of any restrictions and incentives to stop. Only very few of my friends back then had unrestricted access to videogames or even TV. And even if they did, there is only so much time you could sink into a sp game before you might want to do other stuff. This even more so for non strategy games. There was only so much you could get from a Super Mario game. Internet access was even more restricted. And they would have been alot stricter if they had known what was out there. You might have heard the web is a fucked up place?

With even smaller kids having a smartphone and constant high speed access to the web, of course they are stuck to the screen. Its a never ending source of keeping you entertained and hooked and you might remember, that being a kid can be boring as hell. With the phones so affordable and everyone doing it, it was kind of inevitable of a development. I think we are witnessing the fallout of that development. With kids stuck to screens and as a reaction the ever increasing demand to make the web more childproof to at least have less of a bad conscience if you let your child have unrestricted access.

I dont think individual parents are to blame though, being a parent is tough and you dont want your kid to be the only one without a smart phone. Neither do I think an all or nothing approach is any more sensible. As always the dosage makes the poison, which is why I think approaches like in french schools are reasonable, who banned smartphones inside the school. Having it established, that there are restrictions to smartphone usage might help parents to establish restrictions as well. However, it all boils down to the question of what is appropriate content for children, and whether the internet is intended to be such childproof content. The answer might simply be no, in which case the only real option would be a second child proof web. Sure, it would be close to impossible to enforce, but so is the ban of giving alcohol to minors. Kids will get their hands on a beer sooner or later, but such bans are usefull enough to not give them easy enough access to drink daily.

But thats something we need to decide as a society. We might decide on something else or keep everything as is, but at least we would have made a decisions. Because we shouldnt kid our self, at the moment we simply keep ignoring the issue only interrupted from short periods of senseless actionism. The availability of smartphones have introduced new circumstances and it is no suprise, that without intervening, they had a clear effect.


The world is boring. I mean, doing anything requires quite the effort if you are not doing it with the correct tooling. Games helps out with that alot acting both teacher and timespender.

Everyone is attached to a screen, it's not just kids. Just sit down on a bench or a bus and reflect on your surroundings. It really is surreal. This is obviously the kind of reality they have to meet, so they adapt and learn.

Banning things have never really worked out in my opinion, compared to work together and talk about things.

Parents have always and will always act preventive, being concerned. Our biggest job however is to have faith in the minds of our kids. They are great at getting the best experience they can from their life. Just be there as a parent and help them navigate. They will probably be stronger and better at facing technology than us the parents ever will be.

This is atleast what I tell concerned parents and myself. The best thing we do here is to start a game of fortnite and play all together since that is the only thing everyone agrees on (used to be minecraft).

There's a lot of research on this to find bad behaviours, were peoples life actually change to the worse. And what I have learned is that we need to love talk and interact with your kids, try to understand their interests and be brave. The world is a tough place and they need all the guidance they can to figure out what we came up with actually means. Childproofing only gets you that far.


In re: boring, I guess it takes genius to see what everyone else doesn't.


> I don't see how playing hours of Starcraft and C&C wasn't an exercise in strategic thinking.

You're kidding, right? Those RTS, particularly Starcraft, are an exercise in APS more than anything else.

* For non-gamers, APS = actions per second. Being able to issue more commands than your opponent and "micro" (from the word micromanage) your units to tightly control their behavior are a large part of winning Starcraft. It's fascinating to watch high level Starcraft players clicking their mice at an almost inhuman rate.


I disagree. APM/APS is a requirement to play StarCraft well just like physical prowess is a requirement to play hockey. But it's far from being the only requirement.


The ingame Very Hard bot in SC2 can reach well over 2000 APM, but it's still perfectly possible for the average player to beat it.


I partially agree. You can achieve a decent rank solely through good mechanics (APM, mouse accuracy, etc). However, strategy is definitely important at the higher levels of competition.


> I'm still peeved so many people hate video games categorically.

I'm more annoyed that everytime video games come up, someone brings up Civilization as a strawman to argue.

99% of games aren't Civilization. We all know people are talking about that 99%. The article even calls out that the parents make exceptions for some educational games/screen time. And yet rather than legitimately engage and address peoples concerns about video games, it's always the same argument of: raise the benefits of Civilization, share nostalgia about playing it in the past and ignore the actual arguments being presented.

This thread is no exception. This is a place of more intelligent discourse - address the opposition's points, or concede they are valid.


I think there's a lot more out there than Civ in the "formative/educational" market. My literal favorite game of all time is KSP, not just for the amazing gameplay but for what it's taught me. Similarly, semi popular but niche games like Farming Simulator and the other "%s Simulator 20%u" games have a lot of meaningful content. I'd argue even ArmA and similar games are educational in some capacity. Also, Portal because I just have to mention it.

That said, I don't know where I'd go with Fortnite, Overwatch, the COD lineup, and the rest of the mega titles. You could maybe make an argument for some of them maybe but I don't know what that would look like. They're fun games but mostly seem pretty devoid of anything inspiring or intellectually challenging.

Then there's the ugly... Mobile games categorically seem awful.

Edit: Also, kids should be encouraged to mod games. I think you'll probably find more than a few people who are here right now because they found out how to mess with game files to change what they see on the screen, in effect, the ultimate power and learning experience.


Dude, don't be ridiculous. There are countless games that aren't FPS monstrosities.

Into The Breach, Starbound, Galactic Civilizations, Celeste... these are all games that require you to think in some way and aren't mindless hack-and-slash or competitive shooter games.

Can they replace going to school? No, but let's not devolve this argument into "most games aren't like Civilization". A lot of the hatred for games is seriously misplaced.


That's why I said categorically. As a parent, try to consider the merits -- or lack thereof -- of each individual game.


I spent a lot of time playing Where in the World is Carmen Sandiego? and The Legend of Zelda.

I have warm memories of both. But I didn’t learn anything from Zelda- it was pure entertainment and connection to popular culture. I can still hum the theme song. I did learn some stuff from Carmen Sandiego.


Zelda games force you to think critically. I wouldn't consider it directly educational, but it's not mindless either.


> I'm more annoyed that everytime video games come up, someone brings up Civilization as a strawman to argue.

> 99% of games aren't Civilization. We all know people are talking about that 99%. The article even calls out that the parents make exceptions for some educational games/screen time. And yet rather than legitimately engage and address peoples concerns about video games, it's always the same argument of: raise the benefits of Civilization, share nostalgia about playing it in the past and ignore the actual arguments being presented.

> This thread is no exception. This is a place of more intelligent discourse - address the opposition's points, or concede they are valid.

If you had carefully read the comment you’re replying to, you'd have noticed the GP is addressing the claim “video games can be educational”. Not “most video games are educational”, but “video games can be educational”, which Ms. Stecher seems to be denying. Thus it makes perfect sense for the GP to present an example.

So before hypocritically accusing others of “strawmanning”, “unintelligent discourse”, and “ignoring the actual arguments being presented”, please take the time to read what people are actually saying.

And while 99% of games aren’t Civilization, I’d need a citation for the claim that 99% of games aren’t educational, if that’s what you meant to imply.


Civilization in particular is phenomenal. The Civilopedia was a treasure trove of details about different real-life historical concepts. And the "Women's Suffrage" video in Civilization 2 made quite an impact on me as a kid.

Having said that, I do think there's a big, big difference between playing games of that sort and... Candy Crush.


I actually came here to say the same thing: Civilization != Candy Crush.


My mother tolerated my and my sibling's videogame obsession throughout our youth, but she still largely felt we were wasting our time. I don't think she ever really understood the appeal.

Now she's older and retired, and whenever I visit to see what she's doing with her leisure time, she spends most of it on her laptop playing a fish aquarium game or Farmville on Facebook.


That's a fascinating turn-around though— I wonder if she considers what she's doing gaming? Basically, there are a lot of extremely high quality single-player narrative games out there, many of which provide a story/explore difficulty level where it's almost impossible to die. Would she still be prejudiced against those, or now that she understands the appeal in broad terms, would she consider upgrading to games that aren't a complete wasteland of F2P nonsense?

FWIW, many public libraries have a small collection of Xbone/PS4 games, so if you got the base hardware, there'd be an opportunity to sample a bunch of things quickly to try different styles and genres.


I don't think she's really interested in what I or my brothers considered "games". The high-intensity/fast-reflex or long-investment kind of games we would play probably did not appeal to her. She seems to have gravitated towards the casual-gaming stuff, where the end-goal of the game is meandering and there's a great deal of instant gratification ("Congrats! You clicked a button! Have a trophy!")

With that said, I regret in hindsight that I didn't force her to try Animal Crossing back when it came to the Gamecube 15 years ago. It was very much a prototype of the casual gaming trend that's popular now. We might've found some common ground back then before our ages caused role-reversal.


A lot of modern open-world games incorporate the meandering/gratification loop you're talking about though.

I can't find it now, but there was a heartwarming story on reddit a few months ago about a dad dying of cancer and playing BOTW on a switch in his hospital bed, and bonding with his adult son over it— he never even made it off the Plateau (the initial tutorial section of the game), but was having a ball running around collecting plants, making potions, getting gear, whatever.

Even if the violence level of Assassins Creed or God of War isn't your cup of tea, something like Detroit Become Human or Horizon Zero Dawn could be a good fit.


I don't think farmvile translated to interest in narrative game. There is no reason for it to. Whatever appeal of farmvill to her is, it very likely not be found in completely different narrative game.

It is sort of like assuming that someone who likes guitar rock songs would like metal, because both are music.


To add to your point, I got into programming because I modified the buy menus in counter-strike to my liking when I was a young teen and immediately got hooked by the idea that I could make my computer automate things for me.

And let's be honest, as much as I like(d) counter-strike it's not an intellectual game by a long shot.

I remember my internet was so bad I had to add wait;wait;wait between issuing commands to the server or they would be dropped -- have been dealing with latency ever since :)


One of my earliest memories of "programming" was the discovery that Age of Empires .ai files could be edited in notepad to change (or in my case, intentionally break) the unit build progression of the computer players.


> And let's be honest, as much as I like(d) counter-strike it's not an intellectual game by a long shot.

Oh, you'd be surprised by how much strategy goes into CS at the highest levels of play.


> At the highest levels of play.

So not for 99.99% of the players.

Although it's not the same subject, this reminds me of a video by Duncan "Thoorin" Shields, a rather controversial and prominent eSports figure: "Gaming is a Waste of Time" (https://www.youtube.com/watch?v=TiXfnfBk3BM)

In the video, he talks (among other things) about people justifying the time they spend on video games by the fact that some players win millions by playing the game. Sure some do, but the very vast majority of players don't, and using the 0.01% of players as an exemple is not a good argument in favour of video games.


How did you come up with that percentage? Have you ever played CS?

Firstly, OP basically said that CS is not a strategic game at all, which is completely false.

Secondly, CS can get extremely strategic in the professional scene, but it is also quite strategic at higher ranks in the game's competitive mode ladder. It is also a heavily team-based game: e.g., if one of your team members is not communicating, you are at a huge disadvantage.


>How did you come up with that percentage? Have you ever played CS?

Ok, well tell us the percentage of CS players that play at the highest level?


Do I look like I work at Valve?


>Age of Empires & Civilization got me into history as a kid and I checked out dozens of books as a result.

So this is kind of a problem. LOTS of people of our generation learned a lot of our history from games like Age of Empires and Civilization. But these sources of information aren't neutral. They had biases baked into their narratives by the simple structure of game design.

The notion of "nations" or "civilizations" as discrete, immutable, and clearly defined categories is actually straight up wrong. The idea of history as the story of competition between these civilizational entities is likewise wrong. But tons of people of our generation think of history this way. They think of technological advancement like a "tech tree" as if all of human progress can be charted on a map with no consideration for alternative ways the world could have shaken out. Monotheism MUST be invented after polytheism, you MUST have invented the wheel in order to invent agriculture, and so on. Overall you're being fed the idea that the world as it is is the only way the world could have been, which is just not the case.

We were being acculturated into a specific (and imperialistic) worldview about what history is and how culture works. But because nobody ever took video games seriously, they never bothered to understand and unpack their influence as pedagogical tools. It's not like a novel or a movie where the morals and themes of the narrative are there to make an intentional point. With games the logic of needing to have a game to play and goals and objectives to meet winds up transmitting themes and morals that people either don't intend or don't bother thinking very hard about.


Of course they weren't accurate, that's why I went to the library to learn more. But they transformed learning about history and geography from something tedious into something I would do on my own, in free time. Self-motivated learning, I think, is something special.


I'm not talking about the accuracy of the specific facts. I'm talking about the framing of the facts that impacts how you interpret/make sense of them.

>Self-motivated learning, I think, is something special.

In certain disciplines, like philosophy or history, where narrative and temporality matter a great deal, "self-motivated learning" often puts people at high risk for falling in with total cranks and walking away with deeply problematic biases.

The problem is that there is a lot of cool, fun stuff in these fields. But to actually understand them, there is also a fair bit of boring stuff about methodology and self-examination where you need to unlearn certain biases and confront a few types of of cognitive dissonance that we all have. Self-styled autodidacts have a tendency to spend a lot of time on the intellectual equivalent of candy and junk food and not enough on the "vegetables," so they come away with weird and unbalanced ideas about how the world works.


http://www.merrycoz.org/books/CONFESSN.xhtml

> At an early age I acquired a taste for novel reading, and indulged it to such an excess, that my mind was enervated, and its relish destroyed for higher and more solid attainments. I feel that I had a capacity for better things; but, under the ascendancy of this idle habit, it sunk into a fatal lethargy, from which neither shame nor ambition could awaken it. The drunkard, in the intervals of sobriety, feels most keenly the evils of intoxication, and, if self love allowed him to be candid, could a tale unfold of disease, of mental and bodily suffering, that would do more for the cause of temperance than all the societies in the world have ever accomplished. The excitement of novel reading is akin to intoxication. When it subsides, it leaves the mind collapsed and imbecile, without the capacity or the inclination for active exertion. I question, whether the confessions of an opium-eater exhibit more striking evidences of the pernicious influence of that stimulating drug on the physical system, than the experience of an habitual novel reader can furnish of the injurious effects, produced on his mental organization by the constant perusal of works of fiction.

Reading novels will make your brains pour out your ears, kid.

Any new form of entertainment will meet resistance.


Yes, atleast playing games is not a passive mindless activity like watching TV, most games require active thought, interaction and decision making from the player.


"I'm still peeved so many people hate video games categorically."

I think video games are beautiful. I just finished Detroit: Become Human, and I've been playing games since Wolf3d came out. I suspect that the digital story telling in many video games is every bit as much "literature" as any novel, poem, or play.

I also personally saw more people drop out of college because of WoW than drugs.

Just an anecdote.

But I don't feel that video games are any better or worse than smoking cannabis or drinking alcohol, and I don't mind feeling a little grated when folks marketed them to my kids in ways that directly attempt to increase their addictive potential.


Modding and making my own video games got me into programming. If it weren't for games I probably wouldn't be in a field as lucrative as tech.

I'd say it's important to avoid Skinner box style games, but otherwise they can be fun and mentally productive. If I had a kid I'd introduce them to games like Kerbal Space Program, racing games (e.g. Forza Motorsport, Gran Turismo) [1], and maybe some RTS games as they got older. I think it's important to choose what games children. The examples listed above reward learning, discipline, and skill. Not luck or pure time commitment.


I think games can have a place. Even dumb games like Lemmings can have some place.

And some games really can be educational, or develop thinking skills, etc. I wonder what game critics would say about a child spending hours a day playing Chess.

But all chess and no soccer is not a good mix. All Fortnite and no chess is not a good mix. In fact, I seriously question the value of any Fortnite or Minecraft. As entertainment, a little bit isn't worse than many other entertainments. But too much is too much.

And as far as entertainment goes, I'm tired of yet another Marvel movie where we can blow up as many things as possible in the most spectacular ways and never even think about consequences. I know it's goofy to worry about real life when we are talking about mythological characters and aliens. But I do think that we spend a huge amount of time and money to train youth to disconnect from real life. If somebody dies on the other side of town, it isn't real so it doesn't matter. If you have to kill 100 opponents to get to the princess, it's all part of the game.

But many years ago we played cops and robbers and killed each other, too. Or cowboys and Indians. And we argued about whether somebody should be dead or not because of how many times they'd been shot. And we graduated from pointing fingers to rubberbands to add some realism. Then paintballs.

So I suppose the human brain is capable of sorting it all out.

But I think it is healthy to feed the brain some balance. Put down the controller and join a service project now and then. Adopt a highway, or visit a care center. Connect with real people and remind your brain that video games aren't real. And stealing cars isn't the only way to win the game. In fact, it's just wrong.


yeah, there are definitely 'good' games, there used to be more. However, most games these days are also just digital crack. I guess it might be hard to understand that difference if you've never experienced things like AoE へ‿(ツ)‿ㄏ

I think the problem is not screens or technology, it is, as with so many things, greed and the 'marketing' tactics that it breeds.


I used to know a guy who was asked to explain himself when he referred to his game dev job as “selling crack to kids”. That was just over a decade ago, before the Cow Clicker clones got going.


I do think many games isn't so good. (That is Sturgeon's Revelation.) Also to consider what is written on ZZT when the program terminates, there is one of two pages possible one is complain about such game with "flashy but meaningless graphics" and other problems they have.


I've learned quite a bit about foreign cultures from Civilization which has prompted me to do my own reading/research to further my knowledge. There are also educational aspects to games like Factorio which can teach good logical problem solving and applied math skills.


I have a friend who played tons of Civ 3 back in the day. He had the most success playing Rome. This got him into Roman history and culture, which in turn got him into law. He's currently one of the most respected criminal investigators in the country. Oh, and he's writing a book about Rome!


Yes, RTS train certain skills and educate in general. Yes, some other games and whole genres do that. And still all video games cause non-linear, lets say "addiction", to them. They increase tendency to procrastinate. Especially after significant play time over lifetime, when those same educational aspects are a justification to continue procrastinating playing them. I know this from experience and it is very hard and feels like increasingly harder to stop or limit it.


Studying ancient history and reading books have been thought to be a frivolous waste of time by previous generations as well. It all comes from your frame of reference.


That's a surprisingly stupid statement to read on here.


Age of Kings had a cool Condition/Trigger system for scripting campaigns. I thought the idea was so simple, yet powerful, it influenced me to write a scripting language based off the concept in Qbasic when I was 14. The scripting language idea consumed and while I dropped the Condition/Trigger system for something more sophisticated eventually, I worked on making my scripting language for years and learned a ton of skills.


I used to feel just like you. Now that I've escaped from video game addiction though, I'd totally admit the reason I felt that way was either due to implicit peer pressure from fellow nerds, or from lying to myself that there was some underlying cause for why I spent so much time in front of the screen (e.g. loneliness, shyness) which could have been addressed in much healthier ways.


I guess as a former addict you have to do things like categorically dislike all video games just to maintain your sobriety. Good on you for doing what you have to do to overcome your addiction, but such black and white opinions are not really healthy or smart for people who aren't struggling against a disease, IMO


I still play sometimes, so I get periodic reminders how it used to feel. (I don't dislike it. It's great fun in moderation.) But the things I spend my time on today are things I wouldn't had done when I was younger (be social with friends I like that aren't toxic, exersize, read, travel), but not because I didn't want to, but because I thought I couldn't (because I was too shy, or didn't have friends with compatible interests). I'm pretty sure past-me would've been way happier doing what I spend my life on now than what he did back then (if he'd only get through the initial no-fun investment hump to actually get the non-toxic friends, or past the point where exersize goes from annoying and exhausting to energizing and fulfilling).

But because I didn't feel like the life I'm living now was within reach back then, I lied to myself about the benefits of video games (so people wouldn't bother me or I felt better about spending my time in that way). That's my takeaway from introspecting on the parents and mine similar sounding scenarios.


The moment that I truly got the idea of "you are the product" is when my 8-year-old complained to me, "I had to watch 10 ads in order to get a gold coin to feed my fish."

I felt literally repulsive when my sweet kid is part of an army to bump up someone's ad views. I also felt truly ashamed as a parent and as a tech worker.

Unfortunately, the most common rule in my kid's circle is that kid can download any app as long as it's free.


Facebook, Twitter, Instagram, etc, are super focused on adding new users and creating an addiction on a massive scale never seen before. Of course it's bad for kids.

Social media, smartphones, and tablets, are the new smoking.


I've been saying this for a while, particularly with respect to how our kids and grandkids will view these devices, systems, and patterns of behaviours— "Oh, there's grandpa, needing to leave the restaurant for a few minutes to get his social media fix because they've banned screens in here for privacy/ambiance/preference reasons."


Gosh I hope not, I can't imagine needing to do this!


Really? I can totally picture it. There are already upscale cinemas that ban phones, for grownups who don't want to look at the movie over a sea of glowing screens, and are willing to pay a premium price and surrender the use of their own device for the privilege.

Same goes with restaurants, especially fancy ones, where diners are sick of having everyone around them snapping pics of their food for instagram.


Or standup comedians requiring people to lock their phones in neoprene bags before a show. I was at a Dave Chapelle show last year where he did this, and his surprise guest after the show was Kendrick Lamar. It was actually jarring to be at a concert for the first time in a decade where there were no phones up, and people just focused on the performance.


On a recent tour, Jack White was banning cell phones at the concert - you had to check them at the door. Everyone I know who went to that show raved about the experience, to not feel the need to check in, to not see phones lifted above the audience film things, to just focus on the music.


lol - though I completely disagree with the premise of social media is the new smoking.

I would also assume by the time millenials are grampas nobody is gonna be looking at screens but through some AR glasses/lenses


Wikipedia and YouTube can be huge timesinks as well, but hardly see much commentary as regards to FB and Instagram.


Reddit and hackernews too.

Frankly when I was a kid there were oldschool forums I'd frequent all the time.

I think this isn't a "kid" problem. I see just as many adults glued to their screens.


As adults however, we are old enough to decide for our self if we want to commit to bad habits. Kids are not attributed that judgment. There is a difference between restricting the diet of a child and restricting the diet of an adult.


Wikipedia is informative, at the very least. It's the same reason why you don't see an outcry about people spending time at the library.

Youtube can be informative as well, although the majority of it is not. I consider YouTube to be as much of a problem as FB/Instagram, with the caveat that it can, by design, have useful content (which the other two cannot).


The headline is chilling, but the actual content of the article boils down to "Many people in Silicon Valley feel that too much screen time is bad for kids".

That being said, I found this anecdote to be particularly... unsettling.

> “I try to tell him somebody wrote code to make you feel this way — I’m trying to help him understand how things are made, the values that are going into things and what people are doing to create that feeling,” Mr. Lilly said. “And he’s like, ‘I just want to spend my 20 bucks to get my Fortnite skins.’”

It's tough to explain away the emotional desire for something that was manufactured to be cool and addictive


Watch the Be Sure To Drink Your Ovaltine clip.


I don’t understand why the extremes some families have had to implement to curb poor behavior is now some kind of “consensus”. The hell there is consensus.

The truth is, we are afraid of everything these days.

People don’t send our kids to play outside, someone might hurt or abduct them (or another parent might Parent Patty us)

People don’t spend time with their kids because they’re so busy at work (but they hire nanny’s with zero screen contracts to feel good about this)

To me, kids should learn to use screens early and often, and get good at understanding how they can exploit opportunity and personal advancement with them (and also how to manage time wasters).

Kids lacking social cues - is it really screens? Or are kids becoming nerdier and turning more to screens because of it?

We live in an era where comic book movies rule the box office and being a nerd is celebrated. It’s this strange double standard of how juvenile our adult pop culture has become, and yet we are flummoxed and finger pointing as to why our kids are regressing socially?

Active parenting is needed, and it’s tricky to outsource that or blame the glowing rectangle. This article is about a bunch of rich SV parents that outsource their parenting to nannies and have no good framework on how to teach moderation, so they're banning the devices outright. That seems like a niche situation.

Screens are wonderful, powerful tools - the bicycle for the mind, as Jobs would say. The world is also a bigger place than screens. Active parenting is needed to ensure moderation.

Extreme measures may need to be taken in some cases, but the fear is so overblown it reminds me of the things my parents took away from me for my own good: my Slayer and Judas Priest albums, my D&D sets, and also my computer and/or modem for months at a time. Sometimes for the sake of discipline these actions make sense, but more often they’re a reflection of popular fears.


> I don’t understand why the extremes some families have had to implement to curb poor behavior is now some kind of “consensus”. The hell there is consensus.

It's clickbait. The author wants to jam some facts into a narrative. Consensuses are always "growing". Evidence is always "mounting".


serious question: do you have kids?


Yes, two.


This article doesn’t really explain what the dark consensus is beyond just “screens bad”. There are certainly some things on modern computers that are little more than Skinner boxes, but those things aren’t what the parents in the article are talking about. What makes Fortnite and Youtube videos worse than Nerf guns and library books?


> "What makes Fortnite and Youtube videos worse than Nerf guns and library books?"

Well for one, and this is a big one, many games implement specific features such as character progression, rewards and even loot boxes that are specifically made to keep you playing. They directly trigger dopamine reward centers in the brain and are very much tied to addiction. Loot boxes especially are literally just gambling.

Youtube kids is also all kinds of messed up. Videos created using algorithms specifically to draw the attention of kids and sometimes contain very disturbing images and themes.

This article is a good overview of how Youtube is not a good choice for kids: https://www.theguardian.com/technology/2018/jun/17/peppa-pig...

Here is a video on Jake Paul (and many big youtubers) and how he markets HARD to kids while also having videos containing very inappropriate material: https://www.youtube.com/watch?v=ywcY8TvES6c

On top of this, in terms of TV/Youtube vs books, there is a big difference in terms of it's effect on language, communication, and development. Also, TV/Youtube is a passive form of learning, reading books is active:

https://www.huffpost.com/entry/books-vs-tv-how-they-stac_b_1...


YouTube Kids horrifies me. I feel like a curation approach to "kid-approved" programming would be much better method than YouTube Kids. And when you think about it, that's how traditional TV programming worked. Seems like a good model, given how much of an impact media has on child development.


highly recommend "Will You Be My Neighbor?" documentary for how to do TV for kids right from someone who really cares


That's what stood out for me while reading the article. Here are some people who say "screens are bad" and here are some other people who say "screens are not so bad". Then, a little bit about how screens are addictive and not good for kids. You could substitute "Dungeons and Dragons" for "screens" and we'd be reading an article straight out of the 80's.


It's funny because the subtitle is:

“I am convinced the devil lives in our phones.”

Over a huge ominous image. You are dead on about 80s D&D/satanism scare mongering.


Sugary foods, opium, these things all cost money. Most things on the Internet are free. Think of the addictive things as “gravity wells”. Everyone explores until they find something that addicts them.

Many library cards for <18 year-olds didn’t allow certain adult books to be checked out. Books are mostly not algorithmically/peer generated. Even if you are addicted to some book series you will eventually finish it.

It would be nice if there was a content filter that parents could install that wasn’t curated based on someones opinion but worked more like Waze — routing you around places where everyone was stuck.


Here's some low hanging fruit to get us started:

1. Ban gambling in games. That is, if real money is involved in the transaction, then there should be no element of chance involved. If not that, at least properly enforce gambling laws to games given that gambling is illegal for children anyways.

2. Decouple real money from in-game money. If you can buy something for real money, you should not be able to acquire it with in game money. If you can acquire something in game, you should not be able to buy it with real money instead.

Problem is, policy makers are clueless when it comes to games. These policies have no chance of passing anytime soon.


>2. Decouple real money from in-game money. If you can buy something for real money, you should not be able to acquire it with in game money. If you can acquire something in game, you should not be able to buy it with real money instead.

So there is a standard argument developers make for this. They're wrong, but I'll articulate it because I think it's worth articulating.

Some people have more time than money and for other people it's reversed. You design a game to meter out rewards based on time spent for the former group and provide a fast-track for the latter group. Allowing people to spend money to get certain rewards is just a way to allow people who are too busy to sink that kind of time into the game to also be able to participate. Moreover, if the desire to buy stuff for real money is there, the market will provide. If we, the developers, don't build that function in then the niche will be occupied by dodgy black and gray market deals like those gold farming outfits in Diablo II and World of Warcraft.

The counterpoint, of course, is that they're designing the games to meter out "fun" as a function of time spent specifically because they're trying to keep you stuck in an addiction loop. The "just use real money as a shortcut through the nonsense" takes Skinner box game design as a given, but the Skinner box is what we're trying to discourage, not the exchange of money.


This is one of the things I dislike most about modern games: We used to have cheat codes in single player games which allowed you to skip the BS and have a different kind of fun. Now, we have money that does the same thing.

As a result, new games not only tend not to support cheats, but they also treat the users as hostile, preventing even things like memory read hacks and config file edits. Some of the most fun I've had was editing lua config files to modify how units moved in single player games like Command and Conquer Generals, to change the game entirely.

User hostile, anti-hacky, 'skinner-box-or-nothing' design in single player gaming is only a symptom of the problem, but it's a nasty one.


I've played mobile games where the option to pay just gets your through the game faster, and in my experience, if the game is any fun, why would I want to spend money to be able to play it less? But if people want that, I guess it's OK.

On the other hand, if the game requires endless grinding, and let's face it, a lot of these games are really just tedious work with a reward system built in, with little or no strategy or even decision making (beyond to play or not play), and you are literally paying to avoid drudgery. I've tried plenty of games where I soon realized it was nothing more than working towards a reward, and there was literally no "game" to it.

Well, if playing the game is drudgery, then it's not a good game. At this point, I would say the market should sort things out, but that doesn't appear to be working. People are clearly playing these games and getting hooked on them.

So, yeah, I agree with you... it's the Skinner box we need to discourage, but that's not always a black-and-white thing, because hard work and accomplishment, with the rewards that provide, are very similar in many ways. Ultimately, the Skinner box is an attempt to simulate the process of working hard to accomplish something and receiving the rewards for it without the whole "providing an engaging and challenging experience" aspect. It's exploiting a human instinct and subverting it in a harmful way.


>So, yeah, I agree with you... it's the Skinner box we need to discourage, but that's not always a black-and-white thing, because hard work and accomplishment, with the rewards that provide, are very similar in many ways. Ultimately, the Skinner box is an attempt to simulate the process of working hard to accomplish something and receiving the rewards for it without the whole "providing an engaging and challenging experience" aspect. It's exploiting a human instinct and subverting it in a harmful way.

Yeah it's a tough issue to handle. The Spider-Man PS4 game, for example, uses the "here's a checklist, go do the thing and get a reward" model too. But I hesitate to call it a "skinner-box" because usually the goal is just an excuse to have fun web-slinging across the city and to play with the combat, which is the actual rewarding thing about the game. The gratification, in that case, comes from performing the task rather than from having finished it.

So it really does come down to how you implement it. Whether the goals and rewards are there as a framework to have fun in, or whether they're presented as a barrier you need to clear to find fun on the other side.


It’s not just cluelessness that is the problem, it is the motivation, ideology (and influence by funders) of the policy makers. (Speaking here only about US regulation.) More details in my comment above including a link.


Ok, come on. There is way too much "back in my day games weren't that bad" in this thread. Do you guys remember WoW? And Diablo?!?! Talk about a game designed to target addiction centers.

The issue is not games like Fortnite. The issue (as you said) is people letting their kids spend all their time playing Fortnite.


WoW was less of an explicit slot machine than a lot of mobile games. While things like item drops had a random element, it wasn't a "pay once per chance" sort of deal like loot boxes. You just kept killing mobs, and when you got a drop it was great. The impact wasn't all that good anyway, since even the best item would be obsolete in 4-5 levels.


WoW had an absurdly high recurring fee that it tried to make you renew again and again and again. Because there was no micropayment infrastructure, it didn't use "pay to throw dice", it used "pay to retain your investment". By contrast, many of the modern games don't do that and are perfectly happy with their high turnover rates.


The point is, though, it costs the same amount of money if you take one chance at winning or a hundred. A monthly recurring fee makes the devs optimize for lasting engagement, not impulsive choices. Sure, lasting engagement may be created by having mechanics that make the player feel guilty about not playing regularly but it's not the same sort of incentive as a slot machine.


It was definitely less abusive, but I think it was more malevolent - like payday loans instead of horse racing. Both prey on the destitute, but one builds itself into your life (like a need), the other is merely novelty (like opportunity).


The point I'm making of that a subscription model isn't like horse racing. Loot boxes are like horse racing - an immediate chance followed by an immediate reward or loss. Subscription models don't go for that, though. They go for long term engagement. Usually through progression mechanics. The main draw of games like WoW is levelling your character, not getting loot. It's not like a horse race.


Right. I was making the comparison that mobile games are like horse races, and WoW was like payday loans.

Now, I don't really have a solid base of experience to form these generalizations with, so a lot of it is just being judgmental. But I want to make the point that while the endorphin loop of loot boxes (or worse, time boosts) is rightly condemned, the WoW model of milking your audience for literally billions was - aside from revolutionary - malignant. It wasn't just the good old days, it was a cash cow that consumed Blizzard for a decade until they too switched to the loot box model.


Older games like Diablo were not engineered to maximize Day 1 / 7 / 28 retention rates. All mobile games today optimize for those metrics.


Diablo was much more of a slot machine than Fortnite is imo. Neither come close to being as much of a slot machine as watching a baseball game as a fan. Or participating in fishing.


That didn't stop people from playing it 28 days straight.


Oh yeah, Diablo was certainly engrossing. However I think there's a distinction between creating a fun game that happens to be addictive, versus architecting a game to be as exploitative as possible.


I as a parent am trying to do the best I can with what I can afford. This cost is both time and money (which honestly is vastly skewed). I learned watching my parents growing up and that's really what I have to go by.

I spent a lot of time growing up watching TV. It has helped me learn english (and the proper use of slangs) as well as teaching me some values and cultural references that I couldn't get from a book. If I was never allowed to watch TV, I don't know how I would have occupied my time. Libraries were a bus ride away, there was no local park for me to go to (even if I did, didn't have any friends to really do anything worthwhile)

So, is it my parent's fault? were they unfit as parents to let me watch whatever TV I could after doing my homework? would I have been a better person (whatever that means) if I would have had other after-school activities?

I'm writing this because I'm so sick and tired of people pointing fingers and speaking as though they have all the answers. If you identified the problem, you have to give me the solution as well. You can't just say "here's the problem, now go solve it yourself".

And for you non-parents, you have no idea the types of peer pressure these kids go through. Don't point fingers and label them as some kind of defects just because they've been exposed to the scary "screen time". Kids are just trying to survive, just like the rest of us.


There is unfortunately a lot of anti-tech or anti-science bullshit sentiment behind the idea of restricting access to phones or screens. It reminds me a lot of how you would have people in the tech industry peddling fears about GMOs.

That said, they're not necessarily wrong. They're just missing the forest for the trees. The issue isn't social media or videos or even video games. It's advertising. The cold calculating hand of the free market will reach out to anyone and everyone for the sake of profit, which is why we see a ton of ads, shitty malware-ridden games and abuses of the system in order to gain a foothold into using children as weapons in the advertising war. Every click and every watch is more money, no matter who it is.

In a way it's similar to the way cigarettes were advertised as being for cool people, resulting in affecting children because it infects them with that message from an early age. Flintstones ads featuring Winstons Cigarettes being a great example.

So how do we stop it? You either prevent them from using it, full-stop or you actually create a walled garden designed to protect them from the exploitative behaviors of certain youtube content creators and lassiez-faire app stores.


I'm reminded of this book: "Hooked: How to Build Habit-Forming Products" by Nir Eyal (BTW I'm not endorsing this book).

4.7 out of 5 stars on Amazon after 1,100 reviews.

From the description:

"... by explaining the Hook Model—a four-step process embedded into the products of many successful companies to subtly encourage customer behavior. Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without depending on costly advertising or aggressive messaging."

Link: https://www.amazon.com/Hooked-Build-Habit-Forming-Products/d...

We build 'addictive' products by design. Our children should be protected. I'm in the process of saying 'No' to my kids requests for phones and access to online services.


The screen itself is not the issue, it's toys and games that play with the child instead of the child playing with them. Imagination and learning to explore and reason comes from open-ended play ("play" is really just a word for learning).

People talk of a stick being a sword, a cane, a ruler, etc, but let's not forget that a stick can also be broken, bent, and manipulated in ways that one might not be able to with a toy or game that has programmed behavior. A lot of, perhaps most of, the useful learning come from crossing the "obvious" boundaries of some design.

This is one reason so many computer gamers from the 80s became interested in computing -- because it was easier to get "behind the scenes" and poke away at your machine. Everything's so professionalized and hermetic these days it's hard for a kid to explore.

Disclaimer: parent of a 20 year old who was not allowed electronics until he was 10. No calculators, no Star Wars. So I may be biased, but I lived my bias.


This is no different than when people were buying TVs for the first time in 1956. Those closest to the tech display the greatest fears.

In the 1980s there was hysteria that video games would turn kids into social pariahs due to the bad effects from violence and gore. But shooting a cluster of pixels in 1984 is trivial compared to running the bloods and guts of realism of a PS4. But not much is said anymore.

I think iPads are bad for kids as they become the subject matter, not that what they're trying to do. This is why iPads in education are bad IMO. Kids need to allow their brains to develop the appropriate cognitive functions but things like instance access to info reduce the ability to think, reduce the ability to memorize, and reduce the attention span of kids. In adults it's different as we're already as under/developed as we'll get.


Keep going back. Novels used to be unhealthy:

https://op-talk.blogs.nytimes.com/2014/09/14/when-novels-wer...

More recently, parents used to complain about teenage girls locking themselves in their rooms to talk on the phone with their friends.


The fact that parents have had somewhat silly concerns about past technologies does not discount current concerns.

I truly believe that the new crop of "psychologically optimized" mobile games and apps have crossed a line in this regard. Books, movies, comics etc were of course designed to be appealing and enjoyable, but were not specifically designed to consume as much of your time as they possibly could.


I was obsessed with pinball (the predecessor to video games) for a while. It cost a dime for a game, a quarter for three. I had no money, so it was a big deal to get to play a game. The pinball machine is very set up to give "rewards" for points scored, such as giving out free games.

One time in the dorm, the coin op broke, and the machine allowed unlimited games for free. I played, and played, and played, and then something broke in me. I totally lost interest in pinball, it bored me silly, and in 40 years that interest never came back.

One of my first jobs was testing video games. That ground to dust any interest I had in that. It revived briefly when Doom came out, but that didn't last long.

I suppose I've dodged a bullet with that.


These stories come out all the time in history. First books, then radio, then tv, then video games, now screens. Surely there are some translational or longitudal analyses to see what effect these “distractions” have on “success”.


That's very true. One has to be weary of going too neo-Luddite, but at the same time, I don't think books and TV (on a mass scale anyway) caused kids to have less sex and skyrocket their depression and suicide rates.


> I don't think books and TV (on a mass scale anyway) caused kids to have less sex and skyrocket their depression and suicide rates.

Um, do we know that? Especially about TV?


I think the key issue for these devices is that they can only give you a representation of the “real thing”. Kids don’t have much experience of reality to create natural intuitions about nature, social relationships, and society and foisting an internet full of other peoples’ opinions to children can easily distort their perception of what’s healthy and what’s not.

The solution is to limit kids from using internet devices and put them into environments where it is easy to have rich interactions with nature and with other people. Examples like Boy Scouts, school clubs, and road trips are good.


Yawn. When I was six people said video games would rot my brain too. Turns out I had more to worry from my parents generation wrecking the economy and destroying our shared institutions. Cue next moral panic.


I'm concerned about my kids screen time, but I'm also concerned that there seems to be an "anti-screen-time" cult that is operating on virtually no evidence, yet insists that any form of time with "screens" is bad. Some of the computer games that my kids play are some of the most cognitively complex and creative things they do. For one example, Minecraft, has simply no equivalent "real world" activity that it can be compared to.

The problem with blindly saying all screen time is bad is that it actually prevents us talking about what is good and what is bad about it, and therefore actually impedes progress. As a result, we have almost no guidance to either parents or app developers about what constitutes "good" content, which actually results in more "bad" content and more kids being exposed to "bad" content because parents are just operating in a complete blind spot where they let their kids have small amounts of "screen time" during which they can do anything.

It's like saying "I limit my children's tobacco time to 1 hour per day" - which is ludicrous but that is exactly what being promoted currently as "good practise" for parents to follow.


Looking around nearly all adults are addicted - looking at phones whenever they can. The issue is should children wait before they get addicted or get hooked in early.


To me it seems the focus is wrong. Screens are not the problem. Most people having kids today grew up with screens. The problem is how the screens are used. Mobile devices and many apps have been developed to feed dopamine. This problem isn't isolated to children either.

You can disable or control this addiction pattern. Short, repeating patterns with rewards are how you feed addiction.

Turn off most or all push notifications. Don't mindlessly use devices in short, repetitive ways that reward your brain with dopamine (eg checking social media over and over for new posts). For things like social media, HN, and reddit have specific times of the day you use them and that's it.

Short cycle games like Fortnite feed this pattern too. Put time limits in place. This applies to adults too. It's really easy to play one more game.

> “Other parents are like, ‘Aren’t you worried you don’t know where your kids are when you can’t find them?’”

If this is you stop. Give your children freedom. You don't need to track them or know what they're doing 24/7. Being a helicopter parent will hurt them far more in the long run than giving them screen time.


I feel like a contrarian. After deleting twitter and facebook last week, I'm jumping off this smart phone train this week. A factory defect emerged in my smart phone, so I purchased a LTE flip phone. I decided I'm not going back to the smart phone. I know I'm not the average case, but I don't think quitting a smart phone has that much of an impact on the functional aspects of life.


> “Doing no screen time is almost easier than doing a little,” said Kristin Stecher, a former social computing researcher married to a Facebook engineer. “If my kids do get it at all, they just want it more.”

I would say that it is better to go the hard route and helping my daughter to learn to live with screens and some semblance of self-control around them, rather than enforce complete prohibition.

But from reading the article, most of the "screen-time" seems to have been un-supervised? That is the thing we are probably trying to avoid the most, with my daughter we are most of the time in the room, and we did agree on a limit (most of the time, one sitting is 3 cartoons she chose beforehand).

But I do wonder what I will do, once she is in school, and there is a cool new game with microtransactions everybody is playing.

I kinda hope I will manage do be the weird dad that persuades her and her friends to organize a lan-party instead of throwing bucks at $COOL_SKIN in $POPULAR_GAME :-)


I hate the term "screen time". The screen isn't the important part. Yeah, if your kid is watching pointless videos, it's not good for them. But at the same time the educational tools available on iPads are amazing compared to what I had when I was a kid.

I have a 5-year-old who goes to kindergarten at a great school. But games like MathTango or Twelve A Dozen are capable of engaging him to a much greater degree than anything else I have found, and they get him engaged in more advanced mathematical concepts than either I or his teachers at school can do alone. When gamification convinces him to just spend a little bit longer solving a few more math problems to get to the next level, it's a good thing.

Stop thinking in terms of "screen time". It's not the screen that's hurting your brain, it's stupid apps that make you stupid. Just don't let your kids use apps that you don't think are good for them.


I don't have kids, but if I did, I'd probably let even a 6-year-old kid of mine have pretty much unlimited access to a Linux box connected to an ASCII terminal instead of a monitor if the box lacked access to the web and to file-sharing services.

(The purpose of not giving the kid a monitor would be to deny him access to Linux games with engaging user interfaces.)

My point is that the word "screens" is an imprecise description of the danger. The danger is restricted to certain platforms.

(Yeah, I realize that it is possible that the kid could get access to stuff I wouldn't want him to see via the ability to install from a large repository of Linux packages or via FTP, but as long as I'm occasionally inspecting his Linux installation, the expected benefits would outweigh the expected risks. For example, it is very unlikely that any Linux package or ftp repository has been optimized much for addictiveness.)


One thing to bring out the elephant in the room is what technology replaces. Technology is replacing human to human interaction. Instead of seeing your friends in real life we may watch their activities on social media. Instead of going with our friends watching videos together we are watching video on demand by ourselfes.

That and that online content is made by the producers to be addictive. There is a competition for consumer attention time. Attention time brings in advertising money. One should be aware that when the product are free, the information about us is being sold to advertisers.

Kids should play and learn not be targets for ad revenue by online content made like dopamine slot machine rewards.

I have an issue with video feeds going to the kids which has dark / violent content in them. Kids do not have proper developed reality and what is fiction filters. There is computer programs and there are TV programs.


I have been letting my kid use their ipad, iphone, and laptop since they were 2. 10 years later have not had any issues. I have no rules about when the kid can use their screens. Strong believer in the self-driven approach to parenting, see link below. When there are kids around, my kid puts the devices down and gets to playing with the other kids (that also have no rules around devices) and they all interact pretty normal. I also feel, that restricting the devices might actually lead to mental fixation on them and could back-fire.

Its pretty interesting because when my kid was young, my concern was not too much exposure but not enough.

https://www.amazon.com/gp/product/B0797ZV1RJ/ref=oh_aui_d_de...


I've seen the effects of teenagers + phones in US high schools first hand. Simply put, kids are distracted and overstimulated. The always connected nature of the phone ensures that critical planning skills will never be learned. Never being bored (and the decimation of shop classes) has sapped the creative impulse from far too many of them.

Contrary to what may be popular belief, many administrations set no guidelines around phone use in classrooms, leaving it to teachers to fight the never-ending battle. The lecture becomes hard or boring, and out come the phones.

Getting a kid anything more than a feature phone is pretty much daring the poor thing to walk tightrope across a canyon without a safety net.

The parents quoted in the article talking about how preschool kids with phones are no big deal need to spend some time in a typical high school classroom.


I thought the potty with the ipad was a joke, but it is real https://www.amazon.com/CTA-Digital-iPotty-Activity-Seat/dp/B...


Not that long ago screen time meant a TV in the living room. Gaming meant a hardwired console on that same TV, or a computer in the computer room. When you weren't at home, there was not a screen. In today's World, the screen is in your pocket wherever you go. Children know this and the temptation is hard to resist when screen time is so accessible.

Children see a large majority of adults engaged with their screens and think, if they can do it, why can't I? Next time you're on the bus or subway look around and try to find the other person doing the same. Practically everyone is looking down unaware of their surroundings. It's the World we live in today and our children are following our lead. Parents need to do their best to set an example.


From what I understand, people read yellow journalism and newspapers before phones on public transport. (Also, books were considered similar to phones for children nowadays.) Phones are definitely a whole new problem, but I don't think it's correct to describe it as fundamentally different behavior than the past in any way wrt adult asociality.


I’m curious how people invite other kids over for kid parties. That kid can’t drink soda, this one is forbidden screens, this one is no gluten, that one is no meat. When you have a baby, does the hospital give you a giant list of stuff you could forbid them to choose from?


We need to develop a reflexive (yes, unthinking) ethical response to digital technology, one that's built from common-sense analysis of the long-term side effects, and train it into our kids (and others we care about).

As an analogy, "don't eat that: it's dirty" is not a proposition that's meant to be analyzed on a case by case basis, it's meant to be applied automatically to the entire world excepting a few very clear circumstances. It's a good heuristic.

I don't know what the digital equivalents will be, but would love to hear suggestions.

"Don't follow the likes"

"You're the product"

"Don't post anything unless you want it in the NYT"

"Whose phone is that? (Google's)"

-- edit (spelling)


Grew up as a gamer and general lurker on the internet. Age of 24 and I've packed most of it in and focusing on the hobbies that I enjoyed that didn't involve a digital screen like reading and drawing, but still focusing on very few websites where I can stay up to date on the more educating and hobbiest content of the internet that's relevant to me and not go down a spiral of binging on instant gratification that I can't share or express in a meaningful way with other people I know IRL. Will probably still play games like I still listen to music and watch movies, but much more selective now than I used to be


Screen time...what about screen time creating music, art, programming, study, learning, and so on?

It's the "Ah, you know what I mean." saying.

No actually, we don't "know" what you mean, and that's the really question that needs answered in the public zeitgeist.

Most here "know" what it means. However, quantifying that into a simple statement or phrase like "screen time" is not so easy.

Are there any recommendations?

I think something along the lines of "screen farmed", seems to fit. A company using your time in their site/app to make money. So that company is "Screen Farming" you.

Thoughts?


To make matters worse, schools are rushing to adopt Chromebooks for every class. One laptop per child.

Now parents can’t be sure if the kids are working on homework or playing. Or multitasking.

Instead of teachers grading written homework, kids visit clunky websites created by textbook manufacturers, and do their homework online. Takes longer, and can be frustrating, but easier for the teachers. Pearson example: https://msdn.microsoft.com/en-us/magazine/mt842499.aspx


I still want to build a MOOP - Massive Open Online Psychology. So much of our lives can be monitored that frankly I think they will be - so we may as well turn that to a positive.

84% of parents with well-behaved children went for a walk instead of allowing a second hour of games. Why don't you press this button, it will give a one minute countdown to all devices in your house.

Your coats are in the hall, apart from Jennifer's who dropped hers in her room.

63% of parent whose children dropped clothes on their bedroom floor have successfully used the phrase "Please hang your clothes up dear, the coat fairy does not visit till next month"


How is this effectively different from the cable TV, nintendo, home PCs and gameboy era of 20 years ago for kids?

Microtransactions? I don't think the existence of microtransactions is what makes it obviously worse. You could waste your entire childhood in front of screens back then too, and society quickly came to learn you should reduce screen time, despite the temptation of the TV babysitter. Those same lessons apply to the smartphone era of today.

F2P games, like the almost 10 year old farmvillie? That is a bit newer, and I do agree that has a problem. I don't think that is new although.


There is an interesting tinge to this attack on screens, different seemingly than attacks on TV in the past, which is eliciting opinions from random people with 6 and 7 figure salaries about how to raise children.

Let's be real: writing a backend data pipeline doesn't teach you anything about how to raise a child. We all laugh when they talk about kale, or activating their almonds, but we're supposed to think random CEOs, VPs, and engineers became experts in developmental psychology simply by being in proximity to silicon valley.


I think the point of life is to love each other, and that means interacting with each other. And the best way to do that is face to face. When screens get in the way of this, that's when they go bad.

I remember back in high school when I wanted to play Diablo 2 LoD more than anything else. I had a great time, and don't actually regret it, but I think if I had not been able to break free of that at the proper time, it could have had bad consequences on my life. "All things in moderation" as they say.


A sidebar on this is why parents put their kids in front of a screen in the first place. Depending on your child and your childcare arrangements, sometimes the easiest and cheapest way to get your kids to stop bugging you is to plop them in front of a screen.

Is your kid whining st a restaurant? Or bugging you while you need to make an important phone call. It’s easy to calm them down if you hand them an iPhone with candy crush.

I think many parents are uncomfortable with this use of phones, but reality forces you to use it.


I have a 3 month old. The way the television across the room melts her mind is something to behold. We try to avoid that from happening as much as we can.

I have no delusions about it being easy, but we're going to try very, very hard to bar interactive screens as long as we can, and keep them to a bare minimum when we can no longer bar them.

As I've mentioned in other threads, watching people watch their phones on public transport, like rats in a dopamine experiment, troubles me, a lot.


I'm worried by how the big market of mobile games with very little discernible intellectual content are influencing kids. Games are inherently forced to have some kind of intellectual engagement (though I think we've explored the edge with cookie clicker) so I'm not that alarmed just yet. But from what I've seen most of these games don't seem to engage the user in a way that encourages them to challenge themselves.


To all the people who don't see the problem, try and stay off the internet for 48 hours. No phone, no email-checking, no HN, no whatever. Try it. I dare you.


I wouldn't say begins, Silicon Valley execs have been sending their kids to tech-free schools for years, as the NYTimes reported back in 2011: https://www.nytimes.com/2011/10/23/technology/at-waldorf-sch...


This brings up a weird tendency of parents to feel obligated to turn into their antithesis without any shred of self awareness. Elvis was wholesome despite his hip thrusting and a song about MSM in jail (Jailhouse Rock) although to be fair the censorship regime was basically enforced naivety while metal in the same genre is evil incarnate.

All with the usual special pleading about how things were different then.


When I was young, it was the TV. My TV watching was severely limited until I left home, and while at the time I thought it was an atrocity committed against me, I'm glad of it now. It's too easy to lose a whole day to TV.

As a result I spent time outside, hanging with friends, reading, and building things.


These days, I sometimes catch myself worrying about fake "karma" points on HackerNews or Reddit, and then laugh and forget about it.


Ms. Stecher, 37, and her husband, Rushabh Doshi, researched screen time and came to a simple conclusion: they wanted almost none of it in their house.

When you don't want the product anywhere near you but you still want to get paid for manufacturing the product, you might have an unresolved ethical dilemma in your life.


I have a 6-year-old and worry about this myself. But I'll be honest, I grew up in front of an NES, TV, cartoons, Sega Genesis, nearly every waking hour. I'm not a perfect man, but I am a productive member of society. So in my mind, this is a little overblown.


I lived without a TV for 10 years.

But, when I got married, I could not convince my spouse that a screen free environment would be beneficial for our kids.

I also sometimes think I should get rid of my smart phone.

Do I really need it?

But given that I haven't, it is really hard to do one thing and ask my kids to do another.


I would say, if kids are attracted to screen, there must be a biological reason to it. It's not like an intake of chemicals like alcohol : the device and interactions with it actually stimulates their brains. It should be studied and used in a good way rather than plain banned.

It seems the parents are disallowing devices for other reasons than just "it's bad". They are privileged people, are they afraid of being spied by the devices of their kids? Are they afraid that the existence of their privileges are leaked to a greater population?

Tomorrow's society will be connected, and so will be politic, information, and learning. But no parent wants to risk it with their own kids, because of fear of the unknown, or because they don't accept that they will lose control over their kids sooner than ever.

It's their choices to rise their kids as they want, but they are probably from the top richest 1% anyway, their kids future is already privileged and boosted, phone or no phone.


Got an 8 year old daughter. After trying all those things, here's where we settled:

- 2h Netflix time per week

- Offline phone with audiobooks

- Offline PS3 with SingStar

- Occasional music video on parent's smartphone

No free TV usage, no YouTube and no Internet-connected devices. Seems to work well for now!


Dark consensus? More like a handful of amplified voices. I have kids, they're on screens lots, and somehow manage to do well in school and have rich IRL friendships. This is just the latest moral panic.


I bet 40, 50 years ago you could see the same sort of article about Television


lol kids today should have such an advantage with early exposure to tech but over-protective parents will fuck up that early advantage for their kids thinking they know better. Instead of no screens, teach your kids smart browsing skills like always ad-block, identify sponsored content as the garbage it is, and see micro-transaction mobile games as the low-quality content they are. No screen policies leave your kids naive and easily manipulated once they do get screen time and they will __need__ screen time and to be savvy with it.


I’m far removed from childcare but the number of parents I see raising their kids with iPads is worrying. Is this the new 21st century version of junk food that will be affecting poor families more?


I watch don't watch television so much, because I prefer to read a book, write a book, work on computer, think about mathematics, etc. Sometimes is OK watching television sometimes though.


The singularity is not some supercomputer - it's the consciousness that emerges when we are all tethered at the level of the neuron to each other. There's no hiding then ...


I have heard no screens until age three.

Are there phones that allow a parent to remotely shut off WiFi and cellular? Because if there aren't there should be.


There is a reason why Steve Jobs banned iPads for his children.

"They haven't used it. We limit how much technology our kids use at home."


I don't think the issue is screens. I think the issue is internet connectivity, more specifically always on internet connectivity.


I wonder how today's screens compare with the effects of TV on kids growing up before the internet?


This is in part why I plan to raise my kids on open source, ethical software. I'm not going to force them, but libre software will be the normal in my house. These black box proprietary systems are predatory and hamper creativity.


Anyone care to share their Screen Time stats from IOS12?


Last 7 days: Instagram 5h 32m (insta has a 2 hour custom limit set) twofold 2h 55m (tetris-ish puzzle game) unread 2h 38m (feed reader) maps 1h 59m twitter 1h 15m Safari 1h 13m Spotify 1h 5m

and then it drops off into under 10 minutes on various reference apps.


24 pickups per day.


2 hours per day and 66 pickups. I feel I've been curbing my usage a lot since Screen Time got added to the iPad/iPhone. Mainly Slack, Messages, Feedly and Safari.


3h56m per day / 27:34 total

Reading: 13:19

Social: 10:27

Education: 2:02

This is despite trying to cut down my use.


Please mommy, don't take away my Hacker News!


at some point people need to take responsibility for what they spend their time on


The same people that buy organic peas also have a paranoia about screens. How unsurprising.

The article doesn't say there has been any peer-reviewed research to show a little screen time is harmful. It just says, oh, check it out, here is a grab bag of assholes, we picked out of a population of like 1 Million engineers, and THEY DONT LET THEIR KIDS USE SCREENS.

Well guess what. I was a video game engineer for 10 years. Now I work in a different area of tech. My wife works for a giant tech company too. We let our 2 year old watch cartoons on Netflix on Sunday mornings. She loves it. We think its cute, because we used to watch Sunday morning cartoons as kids ourselves. She's one of the most advanced kids in her daycare. She can recite the alphabet, count to ten, and speaks full sentences, and tells stories in class. The teachers say she is doing really well.

Whoopity doooo. So what if she knows how to use an iPad.

Please. Stop treating Facebook engineers like they are special snowflakes that know about everything because they wrote some javascript and html that runs a social networking website.


I don't disagree with you, but your personal anecdote is irrelevant and worthless. She's the most advanced. So the 95% of kids are doing worse than she is. Do you have data on how much screen time the other kids are getting, and how it is affecting them?

You can't go from complaining about lack of research and then using your single data point, incorrectly.

Anyway, the article may not say it but there is research in the field, and it concludes that screen time is harmful at young ages. I don't believe any research has followed kids for say 20 years (and i mean, we haven't had tiny addictive screens and apps that long anyway) to see if they "recover" or catch up or even surpass their peers when they get older.

Lastly, if you literally only allow her to use the screen once/week for a couple of hours, you are not near the realm where they are finding screens to be harmful. I'm sure you've been out at literally any restaurant and half the toddlers are glued to the screen, as a first resort.


woosh


> The article doesn't say there has been any peer-reviewed research to show a little screen time is harmful.

This is a valid complaint about the article, but not a good reason to declare that screens are perfectly healthy.

And thank you for your anecdotal data; we let our kid watch some screen time too, and anecdotally have noticed some negative correlations - after watching more than an hour of TV, she gets more cranky, less patient, a lot more demanding and in general behaves worse.


Your methodological criticisms are spot-on.

> The same people that buy organic peas also have a paranoia about screens. How unsurprising.

A lot of parents lack sophistication when it comes to "screen time".

I have multiple in-laws who seem to not understand that it's what is on the screen that matters. As you predicted, those same people are also prone to magical thinking about other things: vaccination, fluoride, radio waves, GMOs, etc.

This has multiple effects. First, they tend to over-limit access to useful aspects of computers. Second, they tend to allow toxic uses of the screen-time (allowing an hour of pocket slot machine time each day, which is IMO super excessive).

A stretched analogy: it's similar to a parent who doesn't understand the difference between alcohol and water, and therefore limits their children's access to liquid to a few times a day. However, during those few hours, the kids get to drink whatever they want out of the liquor cabinet. Obviously, the cabinet should be off-limits 24/7 but the water faucet should be freely available.

Similarly, kids should not be allowed to play pocket slot machines or watch youtube with zero restriction/oversight. But there's nothing wrong with allowing near-infinite screen time for other uses, because it's not the screen itself that's the problem.

Concretely, my kids will have unrestricted access to an Apple ][ with an Apple BASIC interpreter and manual. I doubt that will cause any problems that aren't also caused by unlimited access to microscopes or pH strips.

Of course, their access to iPad games and Netflix will be moderated in the same way their access to TV will be moderated.

But a lot of parents -- especially non-tech-literate parents -- lump it all in as "screentime", which causes them to both under-moderate what's going on when the screen is on and over-moderate access to the screen for healthy uses.


> "there's nothing wrong with allowing near-infinite screen time ... it's not the screen that's the problem"

I beg to differ. Humans aren't built to sit and look at screens 1-2 feet from their face all day. There aren't infinite hours to choose from. There are 24 today. Every hour spent on the screen incurs a tremendous opportunity cost: exercise, adventure, socialization, cooking, grooming, sex, sleeping, etc.

Digital and real-world goods are not fungible because humans are embodied.


That's true. I perhaps should have put "allowing" in italics to emphasize it's the permission to use, not the actual use, that's unlimited.

No one worries about allowing 24/7 access to a microscope, because although "microscope addiction" is I suppose possible, it's so bloody unlikely that we don't worry about it.

I think certain computers are similar to the microscope in this respect (e.g., an apple ][ with nothing by apple basic).

Obviously, excessive screen time is always bad. The point is that if you can limit what's on the screen (e.g., an apple basic interpreter), people (even/especially children) will self-moderate their screen time, so you don't have to worry about moderating access to the screen (similar to the microscope).

Obviously, if my child starts spending 10 hours a day looking through a microscope, I'm going to intervene. Ditto for BASIC programming. But I don't feel the need to, a priori, restrict access. The odds of either of those things happening (esp. in a way that's not healthy/constructive/short-lived) is so low that I don't worry about it.


You almost lost me with

> "those same people are also prone to magical thinking about other things: vaccination, fluoride, radio waves, GMOs, etc."

because it is not remotely the the same people who are irrational about each of those things.

Glad I continued reading though, bc I like your "liquid" analogy which is apt. I do let my girls (age 10 and 11) play some games, but it's limited and as much about cultural literacy as their entertainment. They both love to read and spend probably 10h reading (mostly printed books but recently some kindle too) for every hour of tv or video games. Maybe instead of water vs alcohol, it's more a continuum from vegetables to candy. In any case, giving them some agency and trying to instill the foundation for them to make good choices -- ie, parenting -- is an ongoing and worthy challenge.


> So what if she knows how to use an iPad.

She'll be way, way ahead of all those kids whose parents decided to not let them use iPads and screens, that's for sure. That's regardless of what she chooses to pursue in life, but especially if she wants to go into technology.


The web link isn’t providing a non-paywall alternative?




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